···6767/*!
6868 * Maximum number of times that the layer squasher shader can run per
6969 * @ref render_compute. Since you run the layer squasher shader once per view
7070- * this is essentially the same as number of views. But if you you where to do
7171- * two or more different compositions it's not the maximum number of views per
7070+ * this is essentially the same as number of views. But if you were to do
7171+ * two or more different compositions it is not the maximum number of views per
7272 * composition (which is this number divided by number of composition).
7373 */
7474#define RENDER_MAX_LAYER_RUNS_SIZE (XRT_MAX_VIEWS)
7575#define RENDER_MAX_LAYER_RUNS_COUNT (r->view_count)
76767777-//! How large in pixels the distortion image is.
7777+//! Distortion image dimension in pixels
7878#define RENDER_DISTORTION_IMAGE_DIMENSIONS (128)
79798080//! How many distortion images we have, one for each channel (3 rgb) and per view.
8181#define RENDER_DISTORTION_IMAGES_SIZE (3 * XRT_MAX_VIEWS)
8282#define RENDER_DISTORTION_IMAGES_COUNT (3 * r->view_count)
83838484-//! Which binding does the layer projection and quad shader has it's UBO on.
8484+//! The binding that the layer projection and quad shader have their UBO on.
8585#define RENDER_BINDING_LAYER_SHARED_UBO 0
86868787-//! Which binding does the shared layer fragment shader has it's source on.
8787+//! The binding that the shared layer fragment shader has its source on.
8888#define RENDER_BINDING_LAYER_SHARED_SRC 1
89899090···268268struct render_sub_alloc
269269{
270270 /*!
271271- * The buffer this is allocated from, it's the callers responsibility
271271+ * The buffer this is allocated from, it is the caller's responsibility
272272 * to keep it alive for as long as the sub-allocation is used.
273273 */
274274 VkBuffer buffer;
···281281};
282282283283/*!
284284- * A per frame tracker of sub-allocation out of a buffer, used to reduce the
284284+ * A per-frame tracker of sub-allocation out of a buffer, used to reduce the
285285 * number of UBO objects we need to create. This code is designed with one
286286 * constraint in mind, that the lifetime of a sub-allocation is only for one
287287 * frame and is discarded at the end of it, but also alive for the entire frame.
288288- * This removes the need to free indivudial sub-allocation, or even track them
288288+ * This removes the need to free individual sub-allocation, or even track them
289289 * beyond filling the UBO data and descriptor sets.
290290 *
291291 * @see render_sub_alloc
···293293struct render_sub_alloc_tracker
294294{
295295 /*!
296296- * The buffer to allocate from, it's the callers responsibility to keep
296296+ * The buffer to allocate from, it is the caller's responsibility to keep
297297 * it alive for as long as the sub-allocations are in used.
298298 */
299299 VkBuffer buffer;
···451451 uint32_t index_offsets[XRT_MAX_VIEWS];
452452 uint32_t index_count_total;
453453454454- //! Info ubos, only supports two views currently.
454454+ //! Info UBOs.
455455 struct render_buffer ubos[XRT_MAX_VIEWS];
456456 } mesh;
457457···579579580580/*!
581581 * Creates or recreates the compute distortion textures if necessary.
582582+ *
583583+ * @public @memberof render_resources
582584 */
583585bool
584586render_distortion_images_ensure(struct render_resources *r,
···588590589591/*!
590592 * Free distortion images.
593593+ *
594594+ * @see render_distortion_images_ensure
595595+ * @public @memberof render_resources
591596 */
592597void
593598render_distortion_images_close(struct render_resources *r);
···653658654659/*!
655660 * Ensure that the scratch images are created and have the given extent.
661661+ *
662662+ * @public @memberof render_scratch_images
656663 */
657664bool
658665render_scratch_images_ensure(struct render_resources *r, struct render_scratch_images *rsi, VkExtent2D extent);
659666660667/*!
661668 * Close all resources on the given @ref render_scratch_images.
669669+ *
670670+ * @public @memberof render_scratch_images
662671 */
663672void
664673render_scratch_images_close(struct render_resources *r, struct render_scratch_images *rsi);
···737746};
738747739748/*!
740740- * Creates all resources held by the render pass, does not free the struct itself.
749749+ * Creates all resources held by the render pass.
741750 *
742751 * @public @memberof render_gfx_render_pass
743752 */
···766775/*!
767776 * Each rendering (@ref render_gfx) render to one or more targets
768777 * (@ref render_gfx_target_resources), the target points to one render pass and
769769- * it's pipelines (@ref render_gfx_render_pass). It is up to the code using
778778+ * its pipelines (@ref render_gfx_render_pass). It is up to the code using
770779 * these to do reuse of render passes and ensure they match.
771780 *
772781 * @see comp_render_gfx
···969978970979/*!
971980 * Allocate needed resources for one mesh shader dispatch, will also update the
972972- * descriptor set, ubo will be filled out with the given @p data argument.
981981+ * descriptor set, UBO will be filled out with the given @p data argument.
973982 *
974983 * Uses the @ref render_sub_alloc_tracker of the @ref render_gfx and the
975984 * descriptor pool of @ref render_resources, both of which will be reset once