diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:47 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:47 +0300 |
commit | 7c76bdca1b7195720a769c4911678d85825907fe (patch) | |
tree | 003fab9c0a71af49b89f49eda0076b8018b6cfe8 /source/blender/gpu/intern/gpu_select.c | |
parent | 9f546d690899e05b25a6ef764cc8cf2f5db918b0 (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.c | 23 |
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; |