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authorCampbell Barton <ideasman42@gmail.com>2021-01-04 04:00:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-04 09:38:11 +0300
commit54f89e870425b20af14e2be03b777836b88a29af (patch)
treeda5eb59c6b15979c4e62dfdafbcb38b27463d2a7 /source/blender/draw
parent9b10b3930bd7784794e87255de390ad6e6876a4b (diff)
Cleanup: docy comments beginning with '/**' don't end with '**/'
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cube.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c4
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl4
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_manager.h4
-rw-r--r--source/blender/draw/intern/draw_manager_data.c10
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c2
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl2
10 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
index 96cf032fe28..19b86476c29 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
@@ -123,7 +123,7 @@ bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli,
* Note that this may be a rough approximation an may not converge to a perfectly
* smooth shadow (because sample distribution is quite non-uniform) but is enough
* in practice.
- **/
+ */
/* NOTE: this has implication for spotlight rendering optimization
* (see EEVEE_shadows_draw_cubemap). */
float angular_texel_size = 2.0f * DEG2RADF(90) / (float)linfo->shadow_cube_size;
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index 23bb07a33f7..456efeca0f0 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -207,7 +207,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
/**
* Reset for each "redraw". When rendering using ogl render,
* we accumulate the redraw inside the drawing loop in eevee_draw_scene().
- **/
+ */
if (DRW_state_is_opengl_render()) {
effects->taa_render_sample = 1;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
index f52acaf6f7f..300477570d0 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
@@ -73,7 +73,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* identical or both have opposite signs relative to
* offset. If the offset coordinate is zero then
* velocity is irrelevant.
- **/
+ */
vec2 point = sign(offset * velocity);
float dist = (point.x + point.y);
@@ -96,7 +96,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* |____|____|____|
* | | | |
* |____|____|____|
- **/
+ */
return (abs(dist) == displacement);
}
@@ -114,7 +114,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* |___/|////|____|
* | //|////| | <--- This tile can't possibly be affected by the center one
* |_///|///_|____|
- **/
+ */
void main()
{
vec4 max_motion = vec4(0.0);
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 18ca2e4ccc9..28c322b5e08 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -175,7 +175,7 @@ static MaterialGPencilStyle *gpencil_viewport_material_overrides(GPENCIL_Private
* Creates a linked list of material pool containing all materials assigned for a given object.
* We merge the material pools together if object does not contain a huge amount of materials.
* Also return an offset to the first material of the object in the ubo.
- **/
+ */
GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Object *ob, int *ofs)
{
GPENCIL_MaterialPool *matpool = pd->last_material_pool;
@@ -424,7 +424,7 @@ void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
/**
* Creates a single pool containing all lights assigned (light linked) for a given object.
- **/
+ */
GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *UNUSED(ob))
{
GPENCIL_LightPool *lightpool = pd->last_light_pool;
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 45b2b92a09b..189ed91cbb4 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -128,7 +128,7 @@ void blend_mode_output(
* rtn = 1 - 2 (1 - dst * (1 - src) - src);
* rtn = 1 - 2 + dst * (2 - 2 * src) + 2 * src;
* rtn = (- 1 + 2 * src) + dst * (2 - 2 * src);
- **/
+ */
color = mix(vec4(0.5), color, color.a * opacity);
vec4 s = step(-0.5, -color);
frag_revealage = frag_color = 2.0 * s + 2.0 * color * (1.0 - s * 2.0);
@@ -363,7 +363,7 @@ void color_output(vec4 stroke_col, vec4 vert_col, float vert_strength, float mix
* finalColorAdd is how much of the mixed color to add.
* Note that we never add alpha. This is to keep the texture act as a stencil.
* We do however, modulate the alpha (reduce it).
- **/
+ */
/* We add the mixed color. This is 100% mix (no texture visible). */
finalColorMul = vec4(mixed_col.aaa, mixed_col.a);
finalColorAdd = vec4(mixed_col.rgb * mixed_col.a, 0.0);
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 4df2ba1e913..0b4862ecb8d 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -480,7 +480,7 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
- **/
+ */
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 4f4e03938c0..295b0ed5e80 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -429,7 +429,7 @@ struct DRWView {
* We lose a bit of memory by allocating more than what we need
* but it's counterbalanced by not needing the linked-list pointers
* for each item.
- **/
+ */
typedef struct DRWUniformChunk {
struct DRWUniformChunk *next; /* single-linked list */
@@ -480,7 +480,7 @@ typedef struct DRWDebugSphere {
/* ------------- DRAW MANAGER ------------ */
-#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
+#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
#define DRW_DRAWLIST_LEN 256
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index f1d3f8c8d5a..8f21e9fa5ca 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -514,10 +514,10 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob)
drw_call_calc_orco(ob, ob_infos->orcotexfac);
/* Random float value. */
uint random = (DST.dupli_source) ?
- DST.dupli_source->random_id :
- /* TODO(fclem): this is rather costly to do at runtime. Maybe we can
- * put it in ob->runtime and make depsgraph ensure it is up to date. */
- BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
+ DST.dupli_source->random_id :
+ /* TODO(fclem): this is rather costly to do at runtime. Maybe we can
+ * put it in ob->runtime and make depsgraph ensure it is up to date. */
+ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF);
/* Object State. */
ob_infos->ob_flag = 1.0f; /* Required to have a correct sign */
@@ -1773,7 +1773,7 @@ DRWView *DRW_view_create_sub(const DRWView *parent_view,
* DRWView Update:
* This is meant to be done on existing views when rendering in a loop and there is no
* need to allocate more DRWViews.
- **/
+ */
/* Update matrices of a view created with DRW_view_create_sub. */
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4])
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 749e9e6bafb..5f7aa28c3c9 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -266,7 +266,7 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
- **/
+ */
GPU_stencil_write_mask_set(write_mask);
GPU_stencil_reference_set(reference);
GPU_stencil_compare_mask_set(compare_mask);
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index ff085094a18..0f2782fc2b2 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -183,7 +183,7 @@ uniform mat4 ModelMatrixInverse;
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
- **/
+ */
#define NormalMatrix transpose(mat3(ModelMatrixInverse))
#define NormalMatrixInverse transpose(mat3(ModelMatrix))