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authorCampbell Barton <ideasman42@gmail.com>2021-12-07 09:19:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-07 09:38:48 +0300
commitffc4c126f5416b04a01653e7a03451797b98aba4 (patch)
treeac63d70d33aae5ab1666c9c2f62058c9c1eebd5c /source/blender/nodes/shader/node_shader_tree.cc
parentf159d49f56cedccd509ee93f5a5fb51f4f39eeb8 (diff)
Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.cc')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.cc8
1 files changed, 0 insertions, 8 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc
index c26b25a534e..e913ca24130 100644
--- a/source/blender/nodes/shader/node_shader_tree.cc
+++ b/source/blender/nodes/shader/node_shader_tree.cc
@@ -217,13 +217,6 @@ void register_node_tree_type_sh()
/* GPU material from shader nodes */
-/* Find an output node of the shader tree.
- *
- * NOTE: it will only return output which is NOT in the group, which isn't how
- * render engines works but it's how the GPU shader compilation works. This we
- * can change in the future and make it a generic function, but for now it stays
- * private here.
- */
bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
{
/* Make sure we only have single node tagged as output. */
@@ -888,7 +881,6 @@ void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tag
nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0);
}
-/* This one needs to work on a local tree. */
void ntreeGPUMaterialNodes(bNodeTree *localtree,
GPUMaterial *mat,
bool *has_surface_output,