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authorRobert Yevdokimov <robert.yevdokimov@autStand.com>2024-02-23 14:49:13 -0500
committerRobert Yevdokimov <robert.yevdokimov@autStand.com>2024-02-23 17:28:28 -0500
commit13e82094ee6deb325ba83111af7e354177ac0009 (patch)
tree6e84e0a3ff8cad3bf34d9612eef985d605edfeac /drivers
parent3abb32671e6c7aa109e494f7077da955b173cfa9 (diff)
downloadredot-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.cpp2
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp2
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.