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authorCampbell Barton <ideasman42@gmail.com>2018-09-05 07:56:29 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-09-05 07:56:29 +0300
commit44d4a61ed03ac6fc51485ea5621f45098817bcee (patch)
tree030d868d29fc85e3dc0e3040bb831f8239cbf0ea /source/blender/compositor/intern/COM_ExecutionSystem.h
parent1be265afc00057651ee03ccd5137d4a350641787 (diff)
Cleanup: replace doxy @ with backslash
The rest of Blender uses backslashes.
Diffstat (limited to 'source/blender/compositor/intern/COM_ExecutionSystem.h')
-rw-r--r--source/blender/compositor/intern/COM_ExecutionSystem.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/compositor/intern/COM_ExecutionSystem.h b/source/blender/compositor/intern/COM_ExecutionSystem.h
index 0990df31c55..5b0d36ebacd 100644
--- a/source/blender/compositor/intern/COM_ExecutionSystem.h
+++ b/source/blender/compositor/intern/COM_ExecutionSystem.h
@@ -33,23 +33,23 @@ class ExecutionGroup;
#include "COM_NodeOperation.h"
/**
- * @page execution Execution model
+ * \page execution Execution model
* In order to get to an efficient model for execution, several steps are being done. these steps are explained below.
*
- * @section EM_Step1 Step 1: translating blender node system to the new compsitor system
+ * \section EM_Step1 Step 1: translating blender node system to the new compsitor system
* Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture.
* We want to use classes in order to simplify the system.
* during this step the blender node_tree is evaluated and converted to a CPP node system.
*
- * @see ExecutionSystem
- * @see Converter.convert
- * @see Node
+ * \see ExecutionSystem
+ * \see Converter.convert
+ * \see Node
*
- * @section EM_Step2 Step2: translating nodes to operations
+ * \section EM_Step2 Step2: translating nodes to operations
* Ungrouping the GroupNodes. Group nodes are node_tree's in node_tree's.
* The new system only supports a single level of node_tree. We will 'flatten' the system in a single level.
- * @see GroupNode
- * @see ExecutionSystemHelper.ungroup
+ * \see GroupNode
+ * \see ExecutionSystemHelper.ungroup
*
* Every node has the ability to convert itself to operations. The node itself is responsible to create a correct
* NodeOperation setup based on its internal settings.
@@ -59,11 +59,11 @@ class ExecutionGroup;
* based on the selected Mixtype a different operation will be used.
* for more information see the page about creating new Nodes. [@subpage newnode]
*
- * @see ExecutionSystem.convertToOperations
- * @see Node.convertToOperations
- * @see NodeOperation base class for all operations in the system
+ * \see ExecutionSystem.convertToOperations
+ * \see Node.convertToOperations
+ * \see NodeOperation base class for all operations in the system
*
- * @section EM_Step3 Step3: add additional conversions to the operation system
+ * \section EM_Step3 Step3: add additional conversions to the operation system
* - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR.
* The user can connect a Value socket to a color socket.
* As values are ordered differently than colors a conversion happens.
@@ -77,10 +77,10 @@ class ExecutionGroup;
* - [@ref InputSocketResizeMode.COM_SC_STRETCH]: The width and the height of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_NO_RESIZE]: bottom left of the images are aligned.
*
- * @see Converter.convertDataType Datatype conversions
- * @see Converter.convertResolution Image size conversions
+ * \see Converter.convertDataType Datatype conversions
+ * \see Converter.convertResolution Image size conversions
*
- * @section EM_Step4 Step4: group operations in executions groups
+ * \section EM_Step4 Step4: group operations in executions groups
* ExecutionGroup are groups of operations that are calculated as being one bigger operation.
* All operations will be part of an ExecutionGroup.
* Complex nodes will be added to separate groups. Between ExecutionGroup's the data will be stored in MemoryBuffers.
@@ -101,14 +101,14 @@ class ExecutionGroup;
* |cFAA | |cFAA | |cFAA | |cFAA |
* +------+ +------+ +-------+ +-------+
* </pre>
- * @see ExecutionSystem.groupOperations method doing this step
- * @see ExecutionSystem.addReadWriteBufferOperations
- * @see NodeOperation.isComplex
- * @see ExecutionGroup class representing the ExecutionGroup
+ * \see ExecutionSystem.groupOperations method doing this step
+ * \see ExecutionSystem.addReadWriteBufferOperations
+ * \see NodeOperation.isComplex
+ * \see ExecutionGroup class representing the ExecutionGroup
*/
/**
- * @brief the ExecutionSystem contains the whole compositor tree.
+ * \brief the ExecutionSystem contains the whole compositor tree.
*/
class ExecutionSystem {
public:
@@ -117,17 +117,17 @@ public:
private:
/**
- * @brief the context used during execution
+ * \brief the context used during execution
*/
CompositorContext m_context;
/**
- * @brief vector of operations
+ * \brief vector of operations
*/
Operations m_operations;
/**
- * @brief vector of groups
+ * \brief vector of groups
*/
Groups m_groups;
@@ -144,11 +144,11 @@ private: //methods
public:
/**
- * @brief Create a new ExecutionSystem and initialize it with the
+ * \brief Create a new ExecutionSystem and initialize it with the
* editingtree.
*
- * @param editingtree [bNodeTree *]
- * @param rendering [true false]
+ * \param editingtree [bNodeTree *]
+ * \param rendering [true false]
*/
ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editingtree, bool rendering, bool fastcalculation,
const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings,
@@ -162,7 +162,7 @@ public:
void set_operations(const Operations &operations, const Groups &groups);
/**
- * @brief execute this system
+ * \brief execute this system
* - initialize the NodeOperation's and ExecutionGroup's
* - schedule the output ExecutionGroup's based on their priority
* - deinitialize the ExecutionGroup's and NodeOperation's
@@ -170,7 +170,7 @@ public:
void execute();
/**
- * @brief get the reference to the compositor context
+ * \brief get the reference to the compositor context
*/
const CompositorContext &getContext() const { return this->m_context; }