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Fix typos and make CI a happy Gobot
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@@ -7,6 +7,7 @@
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| nd | North Ndebele |
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| ro | Romanian |
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| seh | Sena |
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| shs | Shuswap |
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| te | Telugu |
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| tem | Timne |
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| Beng | Bengali |
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@@ -16,3 +17,4 @@
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| MM, BU | Myanmar |
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| RO | Romania |
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| VN | Viet Nam |
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.. image:: img/expres.png
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@@ -52,7 +52,7 @@ rendering.
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In some cases, you may have to adapt your level design to add more occlusion
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opportunities. For example, you may have to add more walls to prevent the player
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from seeing too far away, which would decrease performance due to the lost
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opportunies for occlusion culling.
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opportunities for occlusion culling.
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Other occlusion techniques
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -80,7 +80,7 @@ You should never have to change these two lines for your custom compute shaders.
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Next, we communicate the number of invocations to be used in each workgroup.
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Invocations are instances of the shader that are running within the same
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workgroup. When we launch a compute shader from the CPU, we tell it how many
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workgroups to run. Workgroups run in parellel to each other. While running one
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workgroups to run. Workgroups run in parallel to each other. While running one
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workgroup, you cannot access information in another workgroup. However,
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invocations in the same workgroup can have some limited access to other invocations.
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@@ -91,7 +91,7 @@ Think about workgroups and invocations as a giant nested ``for`` loop.
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for (int x = 0; x < workgroup_size_x; x++) {
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for (int y = 0; y < workgroup_size_y; y++) {
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for (int z = 0; z < workgroup_size_z; z++) {
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// Each workgroup runs independently and in parellel.
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// Each workgroup runs independently and in parallel.
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for (int local_x = 0; local_x < invocation_size_x; local_x++) {
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for (int local_y = 0; local_y < invocation_size_y; local_y++) {
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for (int local_z = 0; local_z < invocation_size_z; local_z++) {
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@@ -102,7 +102,7 @@ Think about workgroups and invocations as a giant nested ``for`` loop.
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}
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}
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}
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Workgroups and invocations are an advanced topic. For now, remember that we will
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be running two invocations per workgroup.
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@@ -118,7 +118,7 @@ be running two invocations per workgroup.
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Here we provide information about the memory that the compute shader will have
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access to. The ``layout`` property allows us to tell the shader where to look
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for the buffer, we will need to match these ``set`` and ``binding`` positions
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from the CPU side later.
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from the CPU side later.
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The ``restrict`` keyword tells the shader that this buffer is only going to be
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accessed from one place in this shader. In other words, we won't bind this
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@@ -315,7 +315,7 @@ Ideally, you would not call ``sync()`` to synchronize the RenderingDevice right
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away as it will cause the CPU to wait for the GPU to finish working. In our
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example, we synchronize right away because we want our data available for reading
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right away. In general, you will want to wait *at least* 2 or 3 frames before
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synchronizing so that the GPU is able to run in parellel with the CPU.
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synchronizing so that the GPU is able to run in parallel with the CPU.
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Retrieving results
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------------------
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