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authorCampbell Barton <ideasman42@gmail.com>2021-06-26 14:35:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-06-26 14:50:48 +0300
commitf1e49038543cf75766f4a220f62cdc6cdbc0e27d (patch)
tree0cec2c64739a6a4ca246fe26bed6fe629ea315cb /source/blender/draw
parentfae5a907d4d1380f087f1226ebbd65d9d0718cc6 (diff)
Cleanup: full sentences in comments, improve comment formatting
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl14
-rw-r--r--source/blender/draw/engines/overlay/overlay_particle.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h8
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_cache.c2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.cc2
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c2
-rw-r--r--source/blender/draw/intern/draw_manager.c2
18 files changed, 29 insertions, 28 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 77e7291b78d..4748323d6a7 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -626,7 +626,7 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
if (txl->dof_reduced_color) {
/* TODO(fclem) In the future, we need to check if mip_count did not change.
- * For now it's ok as we always define all mip level.*/
+ * For now it's ok as we always define all mip level. */
if (res[0] != GPU_texture_width(txl->dof_reduced_color) ||
res[1] != GPU_texture_width(txl->dof_reduced_color)) {
DRW_TEXTURE_FREE_SAFE(txl->dof_reduced_color);
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 485ed9273a8..cdd66759308 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -1480,7 +1480,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
eevee_lightbake_delete_resources(lbake);
- /* Free GPU smoke textures and the smoke domain list correctly: See also T73921.*/
+ /* Free GPU smoke textures and the smoke domain list correctly: See also T73921. */
EEVEE_volumes_free_smoke_textures();
}
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 7fd39007263..129822ed8a9 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -315,7 +315,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
- * TODO(fclem): avoid this by using sampler objects.*/
+ * TODO(fclem): avoid this by using sampler objects. */
GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, false);
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index eed36221fcb..56c5b367f7e 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -709,7 +709,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Volumetrics");
/* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode.
- * TODO(fclem): avoid this by using sampler objects.*/
+ * TODO(fclem): avoid this by using sampler objects. */
GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 05496ad4ab0..4ee21cf8c2e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -201,6 +201,6 @@ float cone_cosine(float r)
// return cos(2.0 * sqrt(2.0 / (gloss + 2)));
/* Uludag 2014 in GPUPro5 */
// return pow(0.244, 1 / (gloss + 1));
- /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/
+ /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion. */
return exp2(-3.32193 * r * r);
}
diff --git a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
index 38ae3972aa7..f66f45635f4 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
@@ -99,7 +99,7 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
cl.flag = cl1.flag | cl2.flag;
cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
+ /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz). */
cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
@@ -122,7 +122,7 @@ Closure closure_add(Closure cl1, Closure cl2)
cl.flag = cl1.flag | cl2.flag;
cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals.*/
+ /* When mixing SSR don't blend roughness and normals. */
cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
index d7996ab4bd1..c935eca6a39 100644
--- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -37,7 +37,7 @@ layout(std140) uniform common_block
int prbIrradianceVisSize;
float prbIrradianceSmooth;
float prbLodCubeMax;
- /* Misc*/
+ /* Misc */
int rayType;
float rayDepth;
float alphaHashOffset;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
index 276ab119fab..f349806d37e 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
@@ -25,7 +25,8 @@ flat out float spritesize;
/* Load 4 Circle of confusion values. texel_co is centered around the 4 taps. */
vec4 fetch_cocs(vec2 texel_co)
{
- /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.*/
+ /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.
+ */
#if 0 // GPU_ARB_texture_gather
vec2 uvs = texel_co / vec2(textureSize(cocBuffer, 0));
/* Reminder: Samples order is CW starting from top left. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 356ed102928..97b31a972e3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -49,7 +49,7 @@ float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
}
else if (ld.l_type == SUN) {
power = 1.0 / (1.0 + (ld.l_radius * ld.l_radius * 0.5));
- power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power*/
+ power *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power. */
power *= M_2PI * 0.78; /* Matching cycles with point light. */
power *= 0.082; /* XXX ad hoc, empirical */
falloff = dot(N, -ld.l_forward);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index 0f670532349..b1368f90846 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -101,23 +101,23 @@ void blend_mode_output(
{
switch (blend_mode) {
case MODE_REGULAR:
- /* Reminder: Blending func is premult alpha blend (dst.rgba * (1 - src.a) + src.rgb).*/
+ /* Reminder: Blending func is premult alpha blend (dst.rgba * (1 - src.a) + src.rgb). */
color *= opacity;
frag_color = color;
frag_revealage = vec4(0.0, 0.0, 0.0, color.a);
break;
case MODE_MULTIPLY:
- /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/
+ /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */
color.a *= opacity;
frag_revealage = frag_color = (1.0 - color.a) + color.a * color;
break;
case MODE_DIVIDE:
- /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/
+ /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */
color.a *= opacity;
frag_revealage = frag_color = clamp(1.0 / max(vec4(1e-6), 1.0 - color * color.a), 0.0, 1e18);
break;
case MODE_HARDLIGHT:
- /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/
+ /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */
/**
* We need to separate the overlay equation into 2 term (one mul and one add).
* This is the standard overlay equation (per channel):
@@ -135,14 +135,14 @@ void blend_mode_output(
frag_revealage = max(vec4(0.0), frag_revealage);
break;
case MODE_HARDLIGHT_SECOND_PASS:
- /* Reminder: Blending func is additive blend (dst.rgba + src.rgba).*/
+ /* Reminder: Blending func is additive blend (dst.rgba + src.rgba). */
color = mix(vec4(0.5), color, color.a * opacity);
frag_revealage = frag_color = (-1.0 + 2.0 * color) * step(-0.5, -color);
frag_revealage = max(vec4(0.0), frag_revealage);
break;
case MODE_SUB:
case MODE_ADD:
- /* Reminder: Blending func is additive / subtractive blend (dst.rgba +/- src.rgba).*/
+ /* Reminder: Blending func is additive / subtractive blend (dst.rgba +/- src.rgba). */
frag_color = color * color.a * opacity;
frag_revealage = vec4(0.0);
break;
@@ -347,7 +347,7 @@ float stroke_thickness_modulate(float thickness)
float clamp_small_stroke_thickness(float thickness)
{
/* To avoid aliasing artifacts, we clamp the line thickness and
- * reduce its opacity in the fragment shader.*/
+ * reduce its opacity in the fragment shader. */
float min_thickness = gl_Position.w * 1.3;
thickness = max(min_thickness, thickness);
diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c
index 5fa74a8c3a6..e51f7032288 100644
--- a/source/blender/draw/engines/overlay/overlay_particle.c
+++ b/source/blender/draw/engines/overlay/overlay_particle.c
@@ -174,7 +174,7 @@ void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (part->type == PART_HAIR) {
- /* Hairs should have been rendered by the render engine.*/
+ /* Hairs should have been rendered by the render engine. */
continue;
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
index 6398426952c..a2a478f400b 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
@@ -54,7 +54,7 @@ void main(void)
* (avoid problems with point behind near plane).
* If the chosen point is parallel to the edge in screen space,
* choose the other point anyway.
- * This fixes some issue with cubes in orthographic views.*/
+ * This fixes some issue with cubes in orthographic views. */
if (vPos[0].z < vPos[3].z) {
hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
}
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 6247436feea..453ef9c7f8e 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -381,13 +381,13 @@ typedef struct WORKBENCH_ObjectData {
} WORKBENCH_ObjectData;
typedef struct WORKBENCH_ViewLayerData {
- /** Depth of field sample location array.*/
+ /** Depth of field sample location array. */
struct GPUUniformBuf *dof_sample_ubo;
- /** All constant data used for a render loop.*/
+ /** All constant data used for a render loop. */
struct GPUUniformBuf *world_ubo;
- /** Cavity sample location array.*/
+ /** Cavity sample location array. */
struct GPUUniformBuf *cavity_sample_ubo;
- /** Blue noise texture used to randomize the sampling of some effects.*/
+ /** Blue noise texture used to randomize the sampling of some effects. */
struct GPUTexture *cavity_jitter_tx;
/** Materials UBO's allocated in a memblock for easy bookkeeping. */
struct BLI_memblock *material_ubo;
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 5071658fd82..5d5a506c1e7 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -308,7 +308,7 @@ void DRW_shader_library_free(DRWShaderLibrary *lib);
* on the differences the minimum state changes can be invoked to setup the desired render state.
*
* The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
- * therefore they aren't ordered as a bit mask.*/
+ * therefore they aren't ordered as a bit mask. */
typedef enum {
/** Write mask */
DRW_STATE_WRITE_DEPTH = (1 << 0),
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index f902a95a19a..d55da3ed83b 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -2528,7 +2528,7 @@ GPUBatch *DRW_cache_bone_arrows_get(void)
for (int axis = 0; axis < 3; axis++) {
int flag = VCLASS_EMPTY_AXES | VCLASS_SCREENALIGNED;
/* Vertex layout is XY screen position and axis in Z.
- * Fractional part of Z is a positive offset at axis unit position.*/
+ * Fractional part of Z is a positive offset at axis unit position. */
float p[3] = {0.0f, 0.0f, axis};
/* center to axis line */
GPU_vertbuf_vert_set(vbo, v++, &(Vert){{0.0f, 0.0f, 0.0f}, 0});
diff --git a/source/blender/draw/intern/draw_cache_impl_curve.cc b/source/blender/draw/intern/draw_cache_impl_curve.cc
index 9ca452cdacc..c4cd547ef43 100644
--- a/source/blender/draw/intern/draw_cache_impl_curve.cc
+++ b/source/blender/draw/intern/draw_cache_impl_curve.cc
@@ -94,7 +94,7 @@ static void curve_render_overlay_verts_edges_len_get(ListBase *lb,
LISTBASE_FOREACH (Nurb *, nu, lb) {
if (nu->bezt) {
vert_len += nu->pntsu * 3;
- /* 2x handles per point*/
+ /* 2x handles per point. */
edge_len += 2 * nu->pntsu;
}
else if (nu->bp) {
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
index e6c7341759b..eabef49fa22 100644
--- a/source/blender/draw/intern/draw_cache_impl_lattice.c
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -165,7 +165,7 @@ static LatticeRenderData *lattice_render_data_create(Lattice *lt, const int type
}
if (types & (LR_DATATYPE_EDGE)) {
rdata->edge_len = lattice_render_edges_len_get(lt);
- /*no edge data */
+ /* No edge data. */
}
}
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 8a805409b27..3ba89a1a91e 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -2090,7 +2090,7 @@ void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
drw_viewport_colormanagement_set();
/* TODO(jbakker): Only populate when editor needs to draw object.
- * for the image editor this is when showing UV's.*/
+ * for the image editor this is when showing UV's. */
const bool do_populate_loop = (DST.draw_ctx.space_data->spacetype == SPACE_IMAGE);
const bool do_annotations = drw_draw_show_annotation();
const bool do_draw_gizmos = (DST.draw_ctx.space_data->spacetype != SPACE_IMAGE);