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authorCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
commite7fd6c8f30cd1161496831859da403eaa34fdf89 (patch)
tree20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/gpu
parent5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff)
Cleanup: comment blocks
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_framebuffer.h18
-rw-r--r--source/blender/gpu/GPU_vertex_format.h2
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c6
-rw-r--r--source/blender/gpu/intern/gpu_texture.c4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl2
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