diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
commit | e7fd6c8f30cd1161496831859da403eaa34fdf89 (patch) | |
tree | 20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/draw | |
parent | 5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff) |
Cleanup: comment blocks
Diffstat (limited to 'source/blender/draw')
30 files changed, 58 insertions, 57 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 36ddd68aea9..058215bc8ff 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -238,7 +238,7 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved * [Downsample] [Upsample] * v | * Color Downsampled [1/N] ─────────────────────────┘ - **/ + */ DRWShadingGroup *grp; const bool use_highres = true; const bool use_antiflicker = true; 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 7f754a5a466..00d9420004b 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -194,7 +194,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_ * - Shoot quads for every pixel and expand it depending on the CoC. * Do one pass for near Dof and one pass for far Dof. * - Finally composite the 2 blurred buffers with the original render. - **/ + */ DRWShadingGroup *grp; struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); const bool use_alpha = !DRW_state_draw_background(); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0090ab338d2..9cb678bb875 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -465,7 +465,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l /** * Simple downsampling algorithm. Reconstruct mip chain up to mip level. - **/ + */ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) { EEVEE_FramebufferList *fbl = vedata->fbl; @@ -481,7 +481,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le /** * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level. - **/ + */ void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) { EEVEE_FramebufferList *fbl = vedata->fbl; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index db7d5be7cf6..05e5127f950 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -721,7 +721,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli) * Point are distributed in a way that when they are orthogonaly * projected into any plane, the resulting distribution is (close to) * a uniform disc distribution. - **/ + */ static void sample_ball(int sample_ofs, float radius, float rsample[3]) { double ht_point[3]; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index efe53bcbf19..44daa7e34f3 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -354,7 +354,7 @@ static char *eevee_get_volume_defines(int options) /** * ssr_id can be null to disable ssr contribution. - **/ + */ static void add_standard_uniforms( DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int *ssr_id, float *refract_depth, @@ -539,7 +539,7 @@ static void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float * when Z = 1, and top-left corner if Z = 1. * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) * distance from the near plane to the far clip plane. - **/ + */ copy_v4_v4(r_viewvecs[0], view_vecs[0]); /* we need to store the differences */ @@ -842,7 +842,7 @@ struct GPUMaterial *EEVEE_material_hair_get( /** * Create a default shading group inside the given pass. - **/ + */ static struct DRWShadingGroup *EEVEE_default_shading_group_create( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass, bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method) @@ -871,7 +871,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create( /** * Create a default shading group inside the default pass without standard uniforms. - **/ + */ static struct DRWShadingGroup *EEVEE_default_shading_group_get( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *ob, ParticleSystem *psys, ModifierData *md, @@ -919,7 +919,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get( /** * Create a default shading group inside the lookdev pass without standard uniforms. - **/ + */ static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get( EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, bool use_ssr, int shadow_method) diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 050870292ab..8b0eba7cc6f 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -195,7 +195,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * - Then we use this angle to compute occlusion with the shading normal at * the shading stage. This let us do correct shadowing for each diffuse / specular * lobe present in the shader using the correct normal. - **/ + */ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 5fe01440896..6bdf3aaca56 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -378,7 +378,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * for "every" positions in the frustum. We only need to sample * them and blend the scene color with those factors. This also * work for alpha blended materials. - **/ + */ /* World pass is not additive as it also clear the buffer. */ psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR); diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index f06a17a8e44..6ac379c3845 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -24,7 +24,7 @@ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. - **/ + */ uniform sampler2D sourceBuffer; /* Buffer to filter */ uniform vec2 sourceBufferTexelSize; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl index 92fd36f684a..f3485f9120b 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl @@ -81,7 +81,7 @@ void main() * | Origin \ * -1 0 --------------- 2 * -1 0 1 ex - **/ + */ gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */ gl_Position.y = float(v_id % 2) * extend - 1.0; gl_Position.z = 0.0; diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl index 79f86cfae58..5f5d60cb3c5 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform samplerCube source; uniform float texelSize; diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl index 8f06e161a20..a9e850ca04d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform sampler2D source; uniform float fireflyFactor; diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl index d12b5232968..6a223ddc1fe 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -1,7 +1,7 @@ /** * This shader only compute maximum horizon angles for each directions. * The final integration is done at the resolve stage with the shading normal. - **/ + */ uniform float rotationOffset; diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index edfd0f307e9..e7b51b8fb55 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -2,7 +2,7 @@ * Shader that downsample depth buffer, * saving min and max value of each texel in the above mipmaps. * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ - **/ + */ #ifdef LAYERED uniform sampler2DArray depthBuffer; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl index d629195b815..3b8a044154b 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl @@ -1,6 +1,6 @@ /** * Simple downsample shader. Takes the average of the 4 texels of lower mip. - **/ + */ uniform sampler2DArray source; uniform float fireflyFactor; diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index a1392de9559..42bd486a4a5 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -4,7 +4,7 @@ * Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt. * ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016. * Project page: https://eheitzresearch.wordpress.com/415-2/ - **/ + */ #define USE_LTC @@ -33,7 +33,7 @@ float diffuse_sphere_integral(float avg_dir_z, float form_factor) * An extended version of the implementation from * "How to solve a cubic equation, revisited" * http://momentsingraphics.de/?p=105 - **/ + */ vec3 solve_cubic(vec4 coefs) { /* Normalize the polynomial */ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl index d77f95b98c1..17174e6d4ff 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl @@ -19,7 +19,7 @@ void main() * | \ * -1 0 --------------- 2 * -1 0 1 ex - **/ + */ vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */ vPos.y = float(v_id % 2) * 4.0 - 1.0; vPos.z = float(t_id); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0185e192f5c..5e4e594ecb5 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -2,7 +2,7 @@ * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ * Converted and adapted from HLSL to GLSL by Clément Foucault - **/ + */ uniform mat4 ProjectionMatrix; uniform vec2 invertedViewportSize; @@ -44,7 +44,7 @@ float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs. /** * ----------------- STEP 0 ------------------ * Custom Coc aware downsampling. Half res pass. - **/ + */ #ifdef PREPARE layout(location = 0) out vec4 halfResColor; @@ -91,7 +91,7 @@ void main() /** * ----------------- STEP 0.5 ------------------ * Custom Coc aware downsampling. Quater res pass. - **/ + */ #ifdef DOWNSAMPLE layout(location = 0) out vec4 outColor; @@ -135,7 +135,7 @@ void main() /** * ----------------- STEP 1 ------------------ * Flatten COC buffer using max filter. - **/ + */ #if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL) layout(location = 0) out vec2 flattenedCoc; @@ -170,7 +170,7 @@ void main() /** * ----------------- STEP 1.ax------------------ * Dilate COC buffer using min filter. - **/ + */ #if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL) layout(location = 0) out vec2 dilatedCoc; @@ -205,7 +205,7 @@ void main() * ----------------- STEP 2 ------------------ * Blur vertically and diagonally. * Outputs vertical blur and combined blur in MRT - **/ + */ #ifdef BLUR1 layout(location = 0) out vec4 blurColor; @@ -290,7 +290,7 @@ void main() * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - **/ + */ #ifdef BLUR2 out vec4 finalColor; @@ -298,7 +298,7 @@ void main() { /* Half Res pass */ vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy); - vec2 uv = gl_FragCoord.xy * pixel_size.xy; + vec2 uv = gl_FragCoord.xy * pixel_size.xy; float coc = decode_coc(texture(inputCocTex, uv).rg); /* Only use this filter if coc is > 9.0 * since this filter is not weighted by CoC @@ -344,7 +344,7 @@ void main() /** * ----------------- STEP 4 ------------------ - **/ + */ #ifdef RESOLVE out vec4 finalColor; @@ -362,4 +362,4 @@ void main() finalColor = texture(halfResColorTex, uv); finalColor.a = smoothstep(1.0, 3.0, abs(coc)); } -#endif
\ No newline at end of file +#endif diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index fb8a3b47c54..b4175935b7a 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -763,7 +763,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata) * Similar to workbench forward. Duplicated code to avoid * spaghetti with workbench forward. It would be great if we unify * this in a clean way. - **/ + */ if (OIT_ENABLED(wpd)) { const bool do_cull = CULL_BACKFACE_ENABLED(wpd); const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0; diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index b12aa5f90bc..c6aeefcef3b 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -47,7 +47,7 @@ extern char datatoc_workbench_effect_dof_frag_glsl[]; /** * Transform [-1..1] square to unit circle. - **/ + */ static void square_to_circle(float x, float y, float *r, float *T) { if (x > -y) { diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 0f79affe44a..482cc047bbc 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -2009,7 +2009,7 @@ static const uint bone_octahedral_solid_tris[8][3] = { * According to opengl specification it becomes (starting from * the first vertex of the first face aka. vertex 2): * {0, 12, 1, 10, 2, 3} - **/ + */ static const uint bone_octahedral_wire_lines_adjacency[12][4] = { { 0, 1, 2, 6}, { 0, 12, 1, 6}, { 0, 3, 12, 6}, { 0, 2, 3, 6}, { 1, 6, 2, 3}, { 1, 12, 6, 3}, { 1, 0, 12, 3}, { 1, 2, 0, 3}, @@ -2161,7 +2161,7 @@ static const uint bone_box_solid_tris[12][3] = { /** * Store indices of generated verts from bone_box_solid_tris to define adjacency infos. * See bone_octahedral_solid_tris for more infos. - **/ + */ static const uint bone_box_wire_lines_adjacency[12][4] = { { 4, 2, 0, 11}, { 0, 1, 2, 8}, { 2, 4, 1, 14}, { 1, 0, 4, 20}, /* bottom */ { 0, 8, 11, 14}, { 2, 14, 8, 20}, { 1, 20, 14, 11}, { 4, 11, 20, 8}, /* top */ diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 7c1ef09aaa7..08b306b0ebe 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -4885,7 +4885,7 @@ void DRW_mesh_batch_cache_create_requested( * TODO: The code and data structure is ready to support modified UV display * but the selection code for UVs needs to support it first. So for now, only * display the cage in all cases. - **/ + */ if (rdata && rdata->mapped.supported) { rdata->mapped.use = false; } diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 09d0fa06f22..bbe5b4cf41e 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -246,7 +246,7 @@ void DRW_hair_update(void) * readback the result to system memory and reupload as VBO data. * It is really not ideal performance wise, but it is the simplest * and the most local workaround that still uses the power of the GPU. - **/ + */ if (g_tf_calls == NULL) { return; diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 119ac7c2609..718518643e0 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -24,10 +24,10 @@ * DRW Instance Data Manager * This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation. * This way we avoid feeding gawain each instance data one by one and unnecessary memcpy. - * Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size + * Since we loose which memory block was used each #DRWShadingGroup we need to redistribute them in the same order/size * to avoid to realloc each frame. - * This is why DRWInstanceDatas are sorted in a list for each different data size. - **/ + * This is why #DRWInstanceDatas are sorted in a list for each different data size. + */ #include "draw_instance_data.h" #include "DRW_engine.h" @@ -94,15 +94,14 @@ static ListBase g_idatalists = {NULL, NULL}; * be static so that it's pointer never changes (because we are using * this pointer as identifier [we don't want to check the full format * that would be too slow]). - **/ - + */ static void instance_batch_free(GPUBatch *batch, void *UNUSED(user_data)) { if (batch->verts[0] == NULL) { /** XXX This is a false positive case. * The batch has been requested but not init yet * and there is a chance that it might become init. - **/ + */ return; } /* Free all batches that have the same key before they are reused. */ @@ -313,7 +312,7 @@ static void DRW_instance_data_free(DRWInstanceData *idata) /** * Return a pointer to the next instance data space. - **/ + */ void *DRW_instance_data_next(DRWInstanceData *idata) { return BLI_mempool_alloc(idata->mempool); diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index e991c69fdc1..e517b6f8e45 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -375,9 +375,11 @@ void DRW_transform_none(GPUTexture *tex) /** \name Multisample Resolve * \{ */ -/* Use manual multisample resolve pass. +/** + * Use manual multisample resolve pass. * Much quicker than blitting back and forth. - * Assume destination fb is bound*/ + * Assume destination fb is bound. + */ void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL; diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 22dfc28e305..25dbe776858 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -83,7 +83,7 @@ * Data structure containing all drawcalls organized by passes and materials. * DRWPass > DRWShadingGroup > DRWCall > DRWCallState * > DRWUniform - **/ + */ /* Used by DRWCallState.flag */ enum { diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 6f9e2cff36c..c11c183e0f5 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -1217,7 +1217,7 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b) /** * Sort Shading groups by decreasing Z of their first draw call. * This is useful for order dependent effect such as transparency. - **/ + */ void DRW_pass_sort_shgroup_z(DRWPass *pass) { float (*viewinv)[4]; diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 8e04b9eddfd..89dcb01fc9c 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -426,7 +426,7 @@ void DRW_state_invert_facing(void) * This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES, * and if the shaders have support for it (see usage of gl_ClipDistance). * Be sure to call DRW_state_clip_planes_reset() after you finish drawing. - **/ + */ void DRW_state_clip_planes_len_set(uint plane_len) { BLI_assert(plane_len <= MAX_CLIP_PLANES); diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index 4c540d2b478..da86f7a7086 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -3,13 +3,13 @@ * This is less bandwidth intensive than fetching the vertex attributes * but does more ALU work per vertex. This also reduce the number * of data the CPU has to precompute and transfert for each update. - **/ + */ /** * hairStrandsRes: Number of points per hair strand. * 2 - no subdivision * 3+ - 1 or more interpolated points per hair. - **/ + */ uniform int hairStrandsRes = 8; /** @@ -17,7 +17,7 @@ uniform int hairStrandsRes = 8; * 1 - Wire Hair: Only one pixel thick, independent of view distance. * 2 - Polystrip Hair: Correct width, flat if camera is parallel. * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support. - **/ + */ uniform int hairThicknessRes = 1; /* Hair thickness shape. */ @@ -58,7 +58,7 @@ void unpack_strand_data(uint data, out int strand_offset, out int strand_segment * children particle modifiers being evaluated at this stage. * * If no more subdivision is needed, we can skip this step. - **/ + */ #ifdef HAIR_PHASE_SUBDIV int hair_get_base_id(float local_time, int strand_segments, out float interp_time) @@ -104,7 +104,7 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v /* -- Drawing stage -- */ /** * For final drawing, the vertex index and the number of vertex per segment - **/ + */ #ifndef HAIR_PHASE_SUBDIV int hair_get_strand_id(void) diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index dbad525c281..5e43745172e 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -7,7 +7,7 @@ * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complexe. * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. - **/ + */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index 5a2913fc2e2..7d89676fd47 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -42,7 +42,7 @@ uniform int gridFlag; * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complexe. * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. - **/ + */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) |