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/gpu | |
parent | 5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff) |
Cleanup: comment blocks
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_framebuffer.h | 18 | ||||
-rw-r--r-- | source/blender/gpu/GPU_vertex_format.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl | 2 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl | 2 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl | 2 |
8 files changed, 20 insertions, 18 deletions
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h index b635f9489d0..e822c33ab4a 100644 --- a/source/blender/gpu/GPU_framebuffer.h +++ b/source/blender/gpu/GPU_framebuffer.h @@ -84,22 +84,24 @@ void GPU_framebuffer_texture_detach_slot( GPUFrameBuffer *fb, struct GPUTexture *tex, int type); /** - * How to use GPU_framebuffer_ensure_config(). + * How to use #GPU_framebuffer_ensure_config(). * - * Example : + * Example: + * \code{.c} * GPU_framebuffer_ensure_config(&fb, { * GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer * GPU_ATTACHMENT_TEXTURE(tex1), * GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0), * GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0) * }) + * \encode * - * Note : Unspecified attachements (i.e: those beyond the last - * GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) - * are left unchanged. - * Note : Make sure that the dimensions of your textures matches - * otherwise you will have an invalid framebuffer error. - **/ + * \note Unspecified attachements (i.e: those beyond the last + * GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged. + * + * \note Make sure that the dimensions of your textures matches + * otherwise you will have an invalid framebuffer error. + */ #define GPU_framebuffer_ensure_config(_fb, ...) do { \ if (*(_fb) == NULL) { \ *(_fb) = GPU_framebuffer_create(); \ diff --git a/source/blender/gpu/GPU_vertex_format.h b/source/blender/gpu/GPU_vertex_format.h index 64d06a0219c..515fa545b0e 100644 --- a/source/blender/gpu/GPU_vertex_format.h +++ b/source/blender/gpu/GPU_vertex_format.h @@ -97,7 +97,7 @@ int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name); * IMPORTANT: * - Call this before creating the vertex buffer and after creating all attributes * - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION. - **/ + */ void GPU_vertformat_triple_load(GPUVertFormat *format); /* format conversion */ diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 513dfad9d8a..195dc8950aa 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -64,7 +64,7 @@ static char *glsl_material_library = NULL; * Internal shader cache: This prevent the shader recompilation / stall when * using undo/redo AND also allows for GPUPass reuse if the Shader code is the * same for 2 different Materials. Unused GPUPasses are free by Garbage collection. - **/ + */ /* Only use one linklist that contains the GPUPasses grouped by hash. */ static GPUPass *pass_cache = NULL; diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c index 1c631a23cea..461d74738c5 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.c +++ b/source/blender/gpu/intern/gpu_framebuffer.c @@ -306,7 +306,7 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex) * Following GPUAttachments are color buffers. * Setting GPUAttachment.mip to -1 will leave the texture in this slot. * Setting GPUAttachment.tex to NULL will detach the texture in this slot. - **/ + */ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len) { if (config[0].tex) { @@ -414,7 +414,7 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb) * Hack to solve the problem of some bugged AMD GPUs (see `GPU_unused_fb_slot_workaround`). * If there is an empty color slot between the color slots, * all textures after this slot are apparently skipped/discarded. - **/ + */ static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuffer *fb) { GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT]; @@ -702,7 +702,7 @@ void GPU_framebuffer_blit( /** * Use this if you need to custom downsample your texture and use the previous mip level as input. * This function only takes care of the correct texture handling. It execute the callback for each texture level. - **/ + */ void GPU_framebuffer_recursive_downsample( GPUFrameBuffer *fb, int max_lvl, void (*callback)(void *userData, int level), void *userData) diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index 61db44d786d..c950eadad1f 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -405,9 +405,9 @@ static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format) case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8; case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_STENCIL8; /* Texture only format */ - /* ** Add Format here **/ + /* ** Add Format here */ /* Special formats texture only */ - /* ** Add Format here **/ + /* ** Add Format here */ /* Depth Formats */ case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F; case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl index 9fdf8ececc5..a64f9c375c0 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl @@ -1,7 +1,7 @@ /** * Simple shader that just draw multiple icons at the specified locations * does not need any vertex input (producing less call to immBegin/End) - **/ + */ /* Same as ICON_DRAW_CACHE_SIZE */ #define MAX_CALLS 16 diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl index 118f4e3b187..015082186b5 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl @@ -1,7 +1,7 @@ /** * Simple shader that just draw one icon at the specified location * does not need any vertex input (producing less call to immBegin/End) - **/ + */ uniform mat4 ModelViewProjectionMatrix; uniform vec4 rect_icon; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl index ea8d57b5eea..220adba817a 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl @@ -1,6 +1,6 @@ /** * 2D Quadratic Bezier thick line drawing - **/ + */ #define MID_VERTEX 57 |