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authorCampbell Barton <ideasman42@gmail.com>2021-12-09 12:01:47 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-09 12:01:47 +0300
commit7c76bdca1b7195720a769c4911678d85825907fe (patch)
tree003fab9c0a71af49b89f49eda0076b8018b6cfe8 /source/blender/gpu/intern/gpu_material.c
parent9f546d690899e05b25a6ef764cc8cf2f5db918b0 (diff)
Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c13
1 files changed, 0 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 6872a08e854..3804f2f0dd1 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -115,7 +115,6 @@ enum {
/* Functions */
-/* Returns the address of the future pointer to coba_tex */
GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
float *pixels,
@@ -212,7 +211,6 @@ GPUShader *GPU_material_get_shader(GPUMaterial *material)
return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
}
-/* Return can be NULL if it's a world material. */
Material *GPU_material_get_material(GPUMaterial *material)
{
return material->ma;
@@ -223,11 +221,6 @@ GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material)
return material->ubo;
}
-/**
- * Create dynamic UBO from parameters
- *
- * \param inputs: Items are #LinkData, data is #GPUInput (`BLI_genericNodeN(GPUInput)`).
- */
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
{
#ifndef NDEBUG
@@ -545,7 +538,6 @@ GSet *gpu_material_used_libraries(GPUMaterial *material)
return material->used_libraries;
}
-/* Return true if the material compilation has not yet begin or begin. */
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
return mat->status;
@@ -592,11 +584,6 @@ GPUMaterial *GPU_material_from_nodetree_find(ListBase *gpumaterials,
return NULL;
}
-/**
- * \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
- * This is enforced since constructing other arguments to this function may be expensive
- * so only do this when they are needed.
- */
GPUMaterial *GPU_material_from_nodetree(Scene *scene,
struct Material *ma,
struct bNodeTree *ntree,