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-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/taa_resolve.glsl2
7 files changed, 13 insertions, 13 deletions
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 505a35a269..fa0b99fef9 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -95,7 +95,7 @@ void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, co
// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
- // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistantly set when creating
+ // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
// of the VRS buffer to supply.
Size2i texel_size = Size2i(16, 16);
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index f731a0007a..ad30985a46 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -1304,7 +1304,7 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
{
Vector<String> FSR_upscale_modes;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
// MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though.
FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n");
#else
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 3275aea13c..6361b9b18f 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- // Render each eye seperately.
+ // Render each eye separately.
// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
// setup our push constant
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index a2a0538e04..5ede2e761d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -4263,7 +4263,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
Vector<uint8_t> dm;
dm.resize(target_width * target_height * volumetric_fog_depth * 4);
dm.fill(0);
@@ -4352,7 +4352,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -4372,7 +4372,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -4384,7 +4384,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -4656,7 +4656,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -4667,7 +4667,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -4679,7 +4679,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 04e05380f1..176465234e 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -177,7 +177,7 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
}
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
builder.append("#define MOLTENVK_USED\n");
#endif
} break;
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 5f34e7112d..6ea8cb1377 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -659,7 +659,7 @@ void main() {
if (sc_use_vrs) {
ivec2 vrs_pos;
- // Currenty we use a 16x16 texel, possibly some day make this configurable.
+ // Currently we use a 16x16 texel, possibly some day make this configurable.
if (sc_half_res) {
vrs_pos = pos >> 3;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
index ddd984ad83..b0a0839836 100644
--- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
@@ -189,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) {
// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
// License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
- // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
+ // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 sample_pos = uv * resolution;