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author | Robert Yevdokimov <robert.yevdokimov@autStand.com> | 2024-02-23 14:49:13 -0500 |
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committer | Robert Yevdokimov <robert.yevdokimov@autStand.com> | 2024-02-23 17:28:28 -0500 |
commit | 13e82094ee6deb325ba83111af7e354177ac0009 (patch) | |
tree | 6e84e0a3ff8cad3bf34d9612eef985d605edfeac /drivers | |
parent | 3abb32671e6c7aa109e494f7077da955b173cfa9 (diff) | |
download | redot-engine-13e82094ee6deb325ba83111af7e354177ac0009.tar.gz |
Remove word duplicates in comments and strings, and fix casing and punctuation
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/d3d12/rendering_device_driver_d3d12.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/drivers/d3d12/rendering_device_driver_d3d12.cpp b/drivers/d3d12/rendering_device_driver_d3d12.cpp index 6efef0fb34..e74ea910a0 100644 --- a/drivers/d3d12/rendering_device_driver_d3d12.cpp +++ b/drivers/d3d12/rendering_device_driver_d3d12.cpp @@ -1860,7 +1860,7 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier( VectorView<RDD::BufferBarrier> p_buffer_barriers, VectorView<RDD::TextureBarrier> p_texture_barriers) { if (p_src_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT) && p_dst_stages.has_flag(PIPELINE_STAGE_ALL_COMMANDS_BIT)) { - // Looks like the intent is a a full barrier. + // Looks like the intent is a full barrier. // In the resource barriers world, we can force a full barrier by discarding some resource, as per // https://microsoft.github.io/DirectX-Specs/d3d/D3D12EnhancedBarriers.html#synchronous-copy-discard-and-resolve. const CommandBufferInfo *cmd_buf_info = (const CommandBufferInfo *)p_cmd_buffer.id; diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 8ab66e2bc6..1dcd29553d 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -219,7 +219,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) glGenBuffers(1, &s->vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer); // If we have an uncompressed surface that contains normals, but not tangents, we need to differentiate the array - // from a compressed array in the shader. To do so, we allow the the normal to read 4 components out of the buffer + // from a compressed array in the shader. To do so, we allow the normal to read 4 components out of the buffer // But only give it 2 components per normal. So essentially, each vertex reads the next normal in normal.zw. // This allows us to avoid adding a shader permutation, and avoid passing dummy tangents. Since the stride is kept small // this should still be a net win for bandwidth. |