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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_select.c
parent9f546d690899e05b25a6ef764cc8cf2f5db918b0 (diff)
Cleanup: move public doc-strings into headers for 'gpu'
Ref T92709
Diffstat (limited to 'source/blender/gpu/intern/gpu_select.c')
-rw-r--r--source/blender/gpu/intern/gpu_select.c23
1 files changed, 0 insertions, 23 deletions
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 3c89f082e9b..aadb52fb49c 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -71,9 +71,6 @@ static GPUSelectState g_select_state = {0};
/** \name Public API
* \{ */
-/**
- * initialize and provide buffer for results
- */
void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, int oldhits)
{
if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
@@ -107,14 +104,6 @@ void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode,
}
}
-/**
- * loads a new selection id and ends previous query, if any.
- * In second pass of selection it also returns
- * if id has been hit on the first pass already.
- * Thus we can skip drawing un-hit objects.
- *
- * \warning We rely on the order of object rendering on passes to be the same for this to work.
- */
bool GPU_select_load_id(uint id)
{
/* if no selection mode active, ignore */
@@ -133,11 +122,6 @@ bool GPU_select_load_id(uint id)
}
}
-/**
- * Cleanup and flush selection results to buffer.
- * Return number of hits and hits in buffer.
- * if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
- */
uint GPU_select_end(void)
{
uint hits = 0;
@@ -205,12 +189,6 @@ bool GPU_select_is_cached(void)
/** \name Utilities
* \{ */
-/**
- * Helper function, nothing special but avoids doing inline since hits aren't sorted by depth
- * and purpose of 4x buffer indices isn't so clear.
- *
- * Note that comparing depth as uint is fine.
- */
const uint *GPU_select_buffer_near(const uint *buffer, int hits)
{
const uint *buffer_near = NULL;
@@ -244,7 +222,6 @@ uint GPU_select_buffer_remove_by_id(uint *buffer, int hits, uint select_id)
return hits_final;
}
-/* Part of the solution copied from `rect_subregion_stride_calc`. */
void GPU_select_buffer_stride_realign(const rcti *src, const rcti *dst, uint *r_buf)
{
const int x = dst->xmin - src->xmin;