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Fix grammar / spelling in comments

Minor fixes for changes introduced in #99257 that could not be fixed in
time as the PR needed to be expedited.
Matias N. Goldberg 7 mēneši atpakaļ
vecāks
revīzija
a1b44ec7a7

+ 1 - 1
drivers/d3d12/rendering_device_driver_d3d12.cpp

@@ -3830,7 +3830,7 @@ static void _add_descriptor_count_for_uniform(RenderingDevice::UniformType p_typ
 }
 
 RDD::UniformSetID RenderingDeviceDriverD3D12::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
-	// p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
+	//p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
 
 	// Pre-bookkeep.
 	UniformSetInfo *uniform_set_info = VersatileResource::allocate<UniformSetInfo>(resources_allocator);

+ 1 - 1
drivers/metal/rendering_device_driver_metal.mm

@@ -2570,7 +2570,7 @@ void RenderingDeviceDriverMetal::shader_destroy_modules(ShaderID p_shader) {
 /*********************/
 
 RDD::UniformSetID RenderingDeviceDriverMetal::uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index, int p_linear_pool_index) {
-	// p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
+	//p_linear_pool_index = -1; // TODO:? Linear pools not implemented or not supported by API backend.
 
 	MDUniformSet *set = new MDUniformSet();
 	Vector<BoundUniform> bound_uniforms;

+ 5 - 5
drivers/vulkan/rendering_device_driver_vulkan.cpp

@@ -1384,9 +1384,9 @@ Error RenderingDeviceDriverVulkan::initialize(uint32_t p_device_index, uint32_t
 	vkGetPhysicalDeviceProperties(physical_device, &physical_device_properties);
 
 	// Workaround a driver bug on Adreno 730 GPUs that keeps leaking memory on each call to vkResetDescriptorPool.
-	// Which eventually run out of memory. in such case we should not be using linear allocated pools
-	// Bug introduced in driver 512.597.0 and fixed in 512.671.0
-	// Confirmed by Qualcomm
+	// Which eventually run out of memory. In such case we should not be using linear allocated pools
+	// Bug introduced in driver 512.597.0 and fixed in 512.671.0.
+	// Confirmed by Qualcomm.
 	if (linear_descriptor_pools_enabled) {
 		const uint32_t reset_descriptor_pool_broken_driver_begin = VK_MAKE_VERSION(512u, 597u, 0u);
 		const uint32_t reset_descriptor_pool_fixed_driver_begin = VK_MAKE_VERSION(512u, 671u, 0u);
@@ -1749,7 +1749,7 @@ RDD::TextureID RenderingDeviceDriverVulkan::texture_create(const TextureFormat &
 			// VUID-VkImageCreateInfo-usage-00963 :
 			// If usage includes VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
 			// then bits other than VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
-			// and VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT must not be set
+			// and VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT must not be set.
 			create_info.usage &= (VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT);
 		} else {
 			alloc_create_info.preferredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
@@ -5925,7 +5925,7 @@ RenderingDeviceDriverVulkan::~RenderingDeviceDriverVulkan() {
 	}
 	vmaDestroyAllocator(allocator);
 
-	// Destroy linearly allocated descriptor pools
+	// Destroy linearly allocated descriptor pools.
 	for (KeyValue<int, DescriptorSetPools> &pool_map : linear_descriptor_set_pools) {
 		for (KeyValue<DescriptorSetPoolKey, HashMap<VkDescriptorPool, uint32_t>> pools : pool_map.value) {
 			for (KeyValue<VkDescriptorPool, uint32_t> descriptor_pool : pools.value) {

+ 11 - 11
servers/rendering/rendering_device.cpp

@@ -3829,7 +3829,7 @@ Error RenderingDevice::screen_create(DisplayServer::WindowID p_screen) {
 Error RenderingDevice::screen_prepare_for_drawing(DisplayServer::WindowID p_screen) {
 	_THREAD_SAFE_METHOD_
 
-	// After submitting work, acquire the swapchain image(s)
+	// After submitting work, acquire the swapchain image(s).
 	HashMap<DisplayServer::WindowID, RDD::SwapChainID>::ConstIterator it = screen_swap_chains.find(p_screen);
 	ERR_FAIL_COND_V_MSG(it == screen_swap_chains.end(), ERR_CANT_CREATE, "A swap chain was not created for the screen.");
 
@@ -4432,18 +4432,18 @@ void RenderingDevice::draw_list_draw(DrawListID p_list, bool p_use_indices, uint
 		}
 
 		if (!dl->state.sets[i].bound) {
-			// Batch contiguous descriptor sets in a single call
+			// Batch contiguous descriptor sets in a single call.
 			if (descriptor_set_batching) {
 				// All good, see if this requires re-binding.
 				if (i - last_set_index > 1) {
-					// If the descriptor sets are not contiguous, bind the previous ones and start a new batch
+					// If the descriptor sets are not contiguous, bind the previous ones and start a new batch.
 					draw_graph.add_draw_list_bind_uniform_sets(dl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 
 					first_set_index = i;
 					valid_set_count = 1;
 					valid_descriptor_ids[0] = dl->state.sets[i].uniform_set_driver_id;
 				} else {
-					// Otherwise, keep storing in the current batch
+					// Otherwise, keep storing in the current batch.
 					valid_descriptor_ids[valid_set_count] = dl->state.sets[i].uniform_set_driver_id;
 					valid_set_count++;
 				}
@@ -4460,7 +4460,7 @@ void RenderingDevice::draw_list_draw(DrawListID p_list, bool p_use_indices, uint
 		}
 	}
 
-	// Bind the remaining batch
+	// Bind the remaining batch.
 	if (descriptor_set_batching && valid_set_count > 0) {
 		draw_graph.add_draw_list_bind_uniform_sets(dl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 	}
@@ -5005,14 +5005,14 @@ void RenderingDevice::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_g
 			if (descriptor_set_batching) {
 				// All good, see if this requires re-binding.
 				if (i - last_set_index > 1) {
-					// If the descriptor sets are not contiguous, bind the previous ones and start a new batch
+					// If the descriptor sets are not contiguous, bind the previous ones and start a new batch.
 					draw_graph.add_compute_list_bind_uniform_sets(cl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 
 					first_set_index = i;
 					valid_set_count = 1;
 					valid_descriptor_ids[0] = cl->state.sets[i].uniform_set_driver_id;
 				} else {
-					// Otherwise, keep storing in the current batch
+					// Otherwise, keep storing in the current batch.
 					valid_descriptor_ids[valid_set_count] = cl->state.sets[i].uniform_set_driver_id;
 					valid_set_count++;
 				}
@@ -5029,7 +5029,7 @@ void RenderingDevice::compute_list_dispatch(ComputeListID p_list, uint32_t p_x_g
 		}
 	}
 
-	// Bind the remaining batch
+	// Bind the remaining batch.
 	if (valid_set_count > 0) {
 		draw_graph.add_compute_list_bind_uniform_sets(cl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 	}
@@ -5150,14 +5150,14 @@ void RenderingDevice::compute_list_dispatch_indirect(ComputeListID p_list, RID p
 		if (!cl->state.sets[i].bound) {
 			// All good, see if this requires re-binding.
 			if (i - last_set_index > 1) {
-				// If the descriptor sets are not contiguous, bind the previous ones and start a new batch
+				// If the descriptor sets are not contiguous, bind the previous ones and start a new batch.
 				draw_graph.add_compute_list_bind_uniform_sets(cl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 
 				first_set_index = i;
 				valid_set_count = 1;
 				valid_descriptor_ids[0] = cl->state.sets[i].uniform_set_driver_id;
 			} else {
-				// Otherwise, keep storing in the current batch
+				// Otherwise, keep storing in the current batch.
 				valid_descriptor_ids[valid_set_count] = cl->state.sets[i].uniform_set_driver_id;
 				valid_set_count++;
 			}
@@ -5172,7 +5172,7 @@ void RenderingDevice::compute_list_dispatch_indirect(ComputeListID p_list, RID p
 		}
 	}
 
-	// Bind the remaining batch
+	// Bind the remaining batch.
 	if (valid_set_count > 0) {
 		draw_graph.add_compute_list_bind_uniform_sets(cl->state.pipeline_shader_driver_id, valid_descriptor_ids, first_set_index, valid_set_count);
 	}

+ 1 - 1
servers/rendering/rendering_device.h

@@ -191,7 +191,7 @@ private:
 	Error _buffer_initialize(Buffer *p_buffer, const uint8_t *p_data, size_t p_data_size, uint32_t p_required_align = 32);
 
 	void update_perf_report();
-	// flag for batching descriptor sets
+	// Flag for batching descriptor sets.
 	bool descriptor_set_batching = true;
 	// When true, the final draw call that copies our offscreen result into the Swapchain is put into its
 	// own cmd buffer, so that the whole rendering can start early instead of having to wait for the