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.
This commit is contained in:
Matias N. Goldberg 2024-12-12 12:47:08 -03:00
parent 44dfa7e710
commit a1b44ec7a7
5 changed files with 19 additions and 19 deletions

View file

@ -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);
}