From c337204562a7fb9eece12bd601cda0af71ead67c Mon Sep 17 00:00:00 2001 From: Yuri Sizov Date: Sat, 14 Jan 2023 17:40:27 +0300 Subject: [PATCH] Fix formatting issues reported by the builder --- .../cross-compiling_for_ios_on_linux.rst | 37 ++++++++++--------- .../shader_reference/shader_preprocessor.rst | 16 ++++---- 2 files changed, 28 insertions(+), 25 deletions(-) diff --git a/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst b/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst index ca552a3cd..c3880aeea 100644 --- a/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst +++ b/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst @@ -26,26 +26,29 @@ described here and cross-compiling the binary. Requirements ------------ -- `XCode with the iOS SDK `__ - (a dmg image, for newer versions a **xip** file is going to be downloaded.) -- `Clang >= 3.5 `__ for your development - machine installed and in the ``PATH``. It has to be version >= 3.5 - to target ``arm64`` architecture. -- `Fuse `__ for mounting and unmounting - the dmg image. -- `darling-dmg `__, which - needs to be built from source. The procedure for that is explained - below. - - For newer versions you should download `xar ` and `pbzx `. - - For building darling-dmg, you'll need the development packages of +- `XCode with the iOS SDK `__ + (a dmg image, for newer versions a **xip** file is going to be downloaded.) +- `Clang >= 3.5 `__ for your development + machine installed and in the ``PATH``. It has to be version >= 3.5 + to target ``arm64`` architecture. +- `Fuse `__ for mounting and unmounting + the dmg image. +- `darling-dmg `__, which + needs to be built from source. The procedure for that is explained + below. + + - For newer versions you should download `xar `__ + and `pbzx `__. + - For building darling-dmg, you'll need the development packages of the following libraries: fuse, icu, openssl, zlib, bzip2. - - For building xar and pbzx you may want to follow `this guide ` + - For building xar and pbzx you may want to follow + `this guide `__. -- `cctools-port `__ - for the needed build tools. The procedure for building is quite - peculiar and is described below. +- `cctools-port `__ + for the needed build tools. The procedure for building is quite + peculiar and is described below. - - This also has some extra dependencies: automake, autogen, libtool. + - This also has some extra dependencies: automake, autogen, libtool. Configuring the environment --------------------------- diff --git a/tutorials/shaders/shader_reference/shader_preprocessor.rst b/tutorials/shaders/shader_reference/shader_preprocessor.rst index 6369e3d47..c4f6c1cb2 100644 --- a/tutorials/shaders/shader_reference/shader_preprocessor.rst +++ b/tutorials/shaders/shader_reference/shader_preprocessor.rst @@ -52,10 +52,10 @@ Defines with replacements may also have one or more *arguments*, which can then be passed when referencing the define (similar to a function call). If the replacement code is not defined, the identifier may only be used with -``#ifdef` or ``#ifndef`` directives. +``#ifdef`` or ``#ifndef`` directives. -Compared to constants (``const CONSTANT = value;``), ``#define``s can be used -anywhere within the shader. ``#define``s can also be used to insert arbitrary +Compared to constants (``const CONSTANT = value;``), ``#define`` can be used +anywhere within the shader. ``#define`` can also be used to insert arbitrary shader code at any location, while constants can't do that. .. code-block:: glsl @@ -197,14 +197,14 @@ of the ``#if`` preprocessor statement: #endif However, the ``#if`` variant can be faster in certain scenarios. This is because -all run-time branches in a shader are still compiled and variables within +all run-time branches in a shader are still compiled and variables within those branches may still take up register space, even if they are never run in practice. -`Modern GPUs are quite effective at performing "static" branching `__. -"Static" branching refers to ``if`` statements where *all* pixels/vertices -evaluate to the same result in a given shader invocation. However, high amounts -of :abbr:`VGPR (Vector General-Purpose Register)`s (which can be caused by +Modern GPUs are `quite effective `__ +at performing "static" branching. "Static" branching refers to ``if`` statements where +*all* pixels/vertices evaluate to the same result in a given shader invocation. However, +high amounts of :abbr:`VGPRs (Vector General-Purpose Register)` (which can be caused by having too many branches) can still slow down shader execution significantly. #elif