diff --git a/src/xrt/compositor/render/render_interface.h b/src/xrt/compositor/render/render_interface.h index 15e2ecd3a..b735411ff 100644 --- a/src/xrt/compositor/render/render_interface.h +++ b/src/xrt/compositor/render/render_interface.h @@ -67,24 +67,24 @@ extern "C" { /*! * Maximum number of times that the layer squasher shader can run per * @ref render_compute. Since you run the layer squasher shader once per view - * this is essentially the same as number of views. But if you you where to do - * two or more different compositions it's not the maximum number of views per + * this is essentially the same as number of views. But if you were to do + * two or more different compositions it is not the maximum number of views per * composition (which is this number divided by number of composition). */ #define RENDER_MAX_LAYER_RUNS_SIZE (XRT_MAX_VIEWS) #define RENDER_MAX_LAYER_RUNS_COUNT (r->view_count) -//! How large in pixels the distortion image is. +//! Distortion image dimension in pixels #define RENDER_DISTORTION_IMAGE_DIMENSIONS (128) //! How many distortion images we have, one for each channel (3 rgb) and per view. #define RENDER_DISTORTION_IMAGES_SIZE (3 * XRT_MAX_VIEWS) #define RENDER_DISTORTION_IMAGES_COUNT (3 * r->view_count) -//! Which binding does the layer projection and quad shader has it's UBO on. +//! The binding that the layer projection and quad shader have their UBO on. #define RENDER_BINDING_LAYER_SHARED_UBO 0 -//! Which binding does the shared layer fragment shader has it's source on. +//! The binding that the shared layer fragment shader has its source on. #define RENDER_BINDING_LAYER_SHARED_SRC 1 @@ -268,7 +268,7 @@ render_buffer_write(struct vk_bundle *vk, struct render_buffer *buffer, void *da struct render_sub_alloc { /*! - * The buffer this is allocated from, it's the callers responsibility + * The buffer this is allocated from, it is the caller's responsibility * to keep it alive for as long as the sub-allocation is used. */ VkBuffer buffer; @@ -281,11 +281,11 @@ struct render_sub_alloc }; /*! - * A per frame tracker of sub-allocation out of a buffer, used to reduce the + * A per-frame tracker of sub-allocation out of a buffer, used to reduce the * number of UBO objects we need to create. This code is designed with one * constraint in mind, that the lifetime of a sub-allocation is only for one * frame and is discarded at the end of it, but also alive for the entire frame. - * This removes the need to free indivudial sub-allocation, or even track them + * This removes the need to free individual sub-allocation, or even track them * beyond filling the UBO data and descriptor sets. * * @see render_sub_alloc @@ -293,7 +293,7 @@ struct render_sub_alloc struct render_sub_alloc_tracker { /*! - * The buffer to allocate from, it's the callers responsibility to keep + * The buffer to allocate from, it is the caller's responsibility to keep * it alive for as long as the sub-allocations are in used. */ VkBuffer buffer; @@ -451,7 +451,7 @@ struct render_resources uint32_t index_offsets[XRT_MAX_VIEWS]; uint32_t index_count_total; - //! Info ubos, only supports two views currently. + //! Info UBOs. struct render_buffer ubos[XRT_MAX_VIEWS]; } mesh; @@ -579,6 +579,8 @@ render_resources_close(struct render_resources *r); /*! * Creates or recreates the compute distortion textures if necessary. + * + * @public @memberof render_resources */ bool render_distortion_images_ensure(struct render_resources *r, @@ -588,6 +590,9 @@ render_distortion_images_ensure(struct render_resources *r, /*! * Free distortion images. + * + * @see render_distortion_images_ensure + * @public @memberof render_resources */ void render_distortion_images_close(struct render_resources *r); @@ -653,12 +658,16 @@ struct render_scratch_images /*! * Ensure that the scratch images are created and have the given extent. + * + * @public @memberof render_scratch_images */ bool render_scratch_images_ensure(struct render_resources *r, struct render_scratch_images *rsi, VkExtent2D extent); /*! * Close all resources on the given @ref render_scratch_images. + * + * @public @memberof render_scratch_images */ void render_scratch_images_close(struct render_resources *r, struct render_scratch_images *rsi); @@ -737,7 +746,7 @@ struct render_gfx_render_pass }; /*! - * Creates all resources held by the render pass, does not free the struct itself. + * Creates all resources held by the render pass. * * @public @memberof render_gfx_render_pass */ @@ -766,7 +775,7 @@ render_gfx_render_pass_close(struct render_gfx_render_pass *rgrp); /*! * Each rendering (@ref render_gfx) render to one or more targets * (@ref render_gfx_target_resources), the target points to one render pass and - * it's pipelines (@ref render_gfx_render_pass). It is up to the code using + * its pipelines (@ref render_gfx_render_pass). It is up to the code using * these to do reuse of render passes and ensure they match. * * @see comp_render_gfx @@ -969,7 +978,7 @@ render_gfx_end_view(struct render_gfx *rr); /*! * Allocate needed resources for one mesh shader dispatch, will also update the - * descriptor set, ubo will be filled out with the given @p data argument. + * descriptor set, UBO will be filled out with the given @p data argument. * * Uses the @ref render_sub_alloc_tracker of the @ref render_gfx and the * descriptor pool of @ref render_resources, both of which will be reset once