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author | Campbell Barton <ideasman42@gmail.com> | 2021-12-07 09:19:15 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-07 09:38:48 +0300 |
commit | ffc4c126f5416b04a01653e7a03451797b98aba4 (patch) | |
tree | ac63d70d33aae5ab1666c9c2f62058c9c1eebd5c /source/blender/nodes/shader/node_shader_tree.cc | |
parent | f159d49f56cedccd509ee93f5a5fb51f4f39eeb8 (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.cc | 8 |
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, |