Fix typos and make CI a happy Gobot

This commit is contained in:
Max Hilbrunner
2023-03-09 05:55:58 +01:00
parent 78e8dbfbe3
commit 1b0310aa47
3 changed files with 8 additions and 6 deletions

View File

@@ -7,6 +7,7 @@
| nd | North Ndebele |
| ro | Romanian |
| seh | Sena |
| shs | Shuswap |
| te | Telugu |
| tem | Timne |
| Beng | Bengali |
@@ -16,3 +17,4 @@
| MM, BU | Myanmar |
| RO | Romania |
| VN | Viet Nam |
.. image:: img/expres.png

View File

@@ -52,7 +52,7 @@ rendering.
In some cases, you may have to adapt your level design to add more occlusion
opportunities. For example, you may have to add more walls to prevent the player
from seeing too far away, which would decrease performance due to the lost
opportunies for occlusion culling.
opportunities for occlusion culling.
Other occlusion techniques
~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -80,7 +80,7 @@ You should never have to change these two lines for your custom compute shaders.
Next, we communicate the number of invocations to be used in each workgroup.
Invocations are instances of the shader that are running within the same
workgroup. When we launch a compute shader from the CPU, we tell it how many
workgroups to run. Workgroups run in parellel to each other. While running one
workgroups to run. Workgroups run in parallel to each other. While running one
workgroup, you cannot access information in another workgroup. However,
invocations in the same workgroup can have some limited access to other invocations.
@@ -91,7 +91,7 @@ Think about workgroups and invocations as a giant nested ``for`` loop.
for (int x = 0; x < workgroup_size_x; x++) {
for (int y = 0; y < workgroup_size_y; y++) {
for (int z = 0; z < workgroup_size_z; z++) {
// Each workgroup runs independently and in parellel.
// Each workgroup runs independently and in parallel.
for (int local_x = 0; local_x < invocation_size_x; local_x++) {
for (int local_y = 0; local_y < invocation_size_y; local_y++) {
for (int local_z = 0; local_z < invocation_size_z; local_z++) {
@@ -102,7 +102,7 @@ Think about workgroups and invocations as a giant nested ``for`` loop.
}
}
}
Workgroups and invocations are an advanced topic. For now, remember that we will
be running two invocations per workgroup.
@@ -118,7 +118,7 @@ be running two invocations per workgroup.
Here we provide information about the memory that the compute shader will have
access to. The ``layout`` property allows us to tell the shader where to look
for the buffer, we will need to match these ``set`` and ``binding`` positions
from the CPU side later.
from the CPU side later.
The ``restrict`` keyword tells the shader that this buffer is only going to be
accessed from one place in this shader. In other words, we won't bind this
@@ -315,7 +315,7 @@ Ideally, you would not call ``sync()`` to synchronize the RenderingDevice right
away as it will cause the CPU to wait for the GPU to finish working. In our
example, we synchronize right away because we want our data available for reading
right away. In general, you will want to wait *at least* 2 or 3 frames before
synchronizing so that the GPU is able to run in parellel with the CPU.
synchronizing so that the GPU is able to run in parallel with the CPU.
Retrieving results
------------------