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-rw-r--r--servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp4
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp24
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_storage_rd.h4
-rw-r--r--servers/visual/rasterizer_rd/shader_compiler_rd.h2
-rw-r--r--servers/visual/rasterizer_rd/shaders/canvas.glsl2
5 files changed, 18 insertions, 18 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
index 78fff0c381..38b1e3b3a6 100644
--- a/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -2242,14 +2242,14 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
//non light variants
variants.push_back(""); //none by default is first variant
variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
- variants.push_back("#define USE_PRIMITIVE\n"); //primitve is the third
+ variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
//light variants
variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
- variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitve is the third
+ variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
index 52cefa7511..b8d7a9dcf4 100644
--- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -585,7 +585,7 @@ RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
rd_view.swizzle_a = ret_format.swizzle_a;
}
Vector<uint8_t> data = image->get_data(); //use image data
- Vector<Vector<uint8_t> > data_slices;
+ Vector<Vector<uint8_t>> data_slices;
data_slices.push_back(data);
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
@@ -608,11 +608,11 @@ RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
return texture_owner.make_rid(texture);
}
-RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type) {
+RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, VS::TextureLayeredType p_layered_type) {
return RID();
}
-RID RasterizerStorageRD::texture_3d_create(const Vector<Ref<Image> > &p_slices) {
+RID RasterizerStorageRD::texture_3d_create(const Vector<Ref<Image>> &p_slices) {
return RID();
}
@@ -3597,7 +3597,7 @@ void RasterizerStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_t
tf.depth = gi_probe->octree_size.z;
tf.type = RD::TEXTURE_TYPE_3D;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- Vector<Vector<uint8_t> > s;
+ Vector<Vector<uint8_t>> s;
s.push_back(p_distance_field);
gi_probe->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
}
@@ -3938,7 +3938,7 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
if (rt->size.width == 0 || rt->size.height == 0) {
return;
}
- //until we implement suport for HDR monitors (and render target is attached to screen), this is enough.
+ //until we implement support for HDR monitors (and render target is attached to screen), this is enough.
rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB;
rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8;
@@ -4473,7 +4473,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
@@ -4486,7 +4486,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
@@ -4499,7 +4499,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
@@ -4512,7 +4512,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_ANISO] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
@@ -4547,7 +4547,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
for (int i = 0; i < 6; i++) {
vpv.push_back(pv);
}
@@ -4575,7 +4575,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
for (int i = 0; i < 6; i++) {
vpv.push_back(pv);
}
@@ -4603,7 +4603,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
{
- Vector<Vector<uint8_t> > vpv;
+ Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
index 48097ffaac..9bc4beab6e 100644
--- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h
@@ -497,8 +497,8 @@ public:
/* TEXTURE API */
virtual RID texture_2d_create(const Ref<Image> &p_image);
- virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type);
- virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices); //all slices, then all the mipmaps, must be coherent
+ virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, VS::TextureLayeredType p_layered_type);
+ virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
diff --git a/servers/visual/rasterizer_rd/shader_compiler_rd.h b/servers/visual/rasterizer_rd/shader_compiler_rd.h
index c267c2b6d8..95e1f0aa23 100644
--- a/servers/visual/rasterizer_rd/shader_compiler_rd.h
+++ b/servers/visual/rasterizer_rd/shader_compiler_rd.h
@@ -40,7 +40,7 @@ class ShaderCompilerRD {
public:
struct IdentifierActions {
- Map<StringName, Pair<int *, int> > render_mode_values;
+ Map<StringName, Pair<int *, int>> render_mode_values;
Map<StringName, bool *> render_mode_flags;
Map<StringName, bool *> usage_flag_pointers;
Map<StringName, bool *> write_flag_pointers;
diff --git a/servers/visual/rasterizer_rd/shaders/canvas.glsl b/servers/visual/rasterizer_rd/shaders/canvas.glsl
index 57e9451e48..28135fce31 100644
--- a/servers/visual/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/visual/rasterizer_rd/shaders/canvas.glsl
@@ -416,7 +416,7 @@ FRAGMENT_SHADER_CODE
vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
- color = vec4(0.0); //inivisible by default due to using light mask
+ color = vec4(0.0); //invisible by default due to using light mask
}
color *= canvas_data.canvas_modulation;