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-rw-r--r--doc/doxygen/doxygen.intern.h3
-rw-r--r--intern/ghost/intern/GHOST_Context.h2
-rw-r--r--intern/ghost/intern/GHOST_SystemCocoa.mm2
-rw-r--r--intern/ghost/intern/GHOST_SystemWin32.h2
-rw-r--r--intern/iksolver/extern/IK_solver.h40
-rw-r--r--intern/string/STR_String.h8
-rw-r--r--source/blender/blenfont/intern/blf_font.c2
-rw-r--r--source/blender/blenkernel/intern/appdir.c2
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c2
-rw-r--r--source/blender/blenkernel/intern/cloth.c12
-rw-r--r--source/blender/blenkernel/intern/effect.c1
-rw-r--r--source/blender/blenkernel/intern/gpencil_modifier.c8
-rw-r--r--source/blender/blenkernel/intern/multires.c4
-rw-r--r--source/blender/blenkernel/intern/object_update.c2
-rw-r--r--source/blender/blenkernel/intern/scene.c10
-rw-r--r--source/blender/blenkernel/intern/softbody.c1
-rw-r--r--source/blender/blenlib/BLI_math_matrix.h3
-rw-r--r--source/blender/blenlib/BLI_mempool.h2
-rw-r--r--source/blender/blenlib/BLI_rand.h2
-rw-r--r--source/blender/blenlib/intern/math_rotation.c5
-rw-r--r--source/blender/blenlib/intern/string_utf8.c10
-rw-r--r--source/blender/bmesh/tools/bmesh_bevel.c32
-rw-r--r--source/blender/collada/ArmatureImporter.cpp18
-rw-r--r--source/blender/collada/MeshImporter.cpp10
-rw-r--r--source/blender/compositor/operations/COM_OutputFileMultiViewOperation.h1
-rw-r--r--source/blender/depsgraph/DEG_depsgraph_query.h4
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl20
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c2
-rw-r--r--source/blender/draw/intern/draw_cache.c4
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c2
-rw-r--r--source/blender/draw/intern/draw_hair.c2
-rw-r--r--source/blender/draw/intern/draw_instance_data.c13
-rw-r--r--source/blender/draw/intern/draw_manager.c6
-rw-r--r--source/blender/draw/intern/draw_manager.h2
-rw-r--r--source/blender/draw/intern/draw_manager_data.c2
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c2
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl10
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl2
-rw-r--r--source/blender/editors/armature/pose_slide.c6
-rw-r--r--source/blender/editors/armature/pose_utils.c2
-rw-r--r--source/blender/editors/gpencil/annotate_paint.c6
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c4
-rw-r--r--source/blender/editors/interface/interface_layout.c2
-rw-r--r--source/blender/editors/interface/interface_widgets.c2
-rw-r--r--source/blender/editors/object/object_select.c13
-rw-r--r--source/blender/editors/space_view3d/view3d_snap.c12
-rw-r--r--source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c2
-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
-rw-r--r--source/blender/makesdna/DNA_ID.h3
-rw-r--r--source/blender/makesdna/DNA_meshdata_types.h4
-rw-r--r--source/blender/makesrna/intern/rna_ID.c2
-rw-r--r--source/blender/makesrna/intern/rna_access.c1
-rw-r--r--source/blender/makesrna/intern/rna_key.c2
-rw-r--r--source/blender/python/gpu/gpu_py_offscreen.c7
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c2
80 files changed, 198 insertions, 213 deletions
diff --git a/doc/doxygen/doxygen.intern.h b/doc/doxygen/doxygen.intern.h
index 777f35ef50a..8e51cb01df0 100644
--- a/doc/doxygen/doxygen.intern.h
+++ b/doc/doxygen/doxygen.intern.h
@@ -71,7 +71,7 @@
* \ingroup audaspace
*/
/** \defgroup audsrc Audaspace SRC
-
+ *
* \ingroup audaspace
*/
/** \defgroup audffmpeg Audaspace FFMpeg
@@ -91,4 +91,3 @@
* \ingroup intern GUI
* \ref GHOSTPage
*/
-
diff --git a/intern/ghost/intern/GHOST_Context.h b/intern/ghost/intern/GHOST_Context.h
index dec6deb946a..decafd10b75 100644
--- a/intern/ghost/intern/GHOST_Context.h
+++ b/intern/ghost/intern/GHOST_Context.h
@@ -118,7 +118,7 @@ public:
return m_stereoVisual;
}
- /** Number of samples used in anti-aliasing, set to 0 if no AA **/
+ /** Number of samples used in anti-aliasing, set to 0 if no AA */
inline GHOST_TUns16 getNumOfAASamples() const {
return m_numOfAASamples;
}
diff --git a/intern/ghost/intern/GHOST_SystemCocoa.mm b/intern/ghost/intern/GHOST_SystemCocoa.mm
index 916e219fa97..b847cace57c 100644
--- a/intern/ghost/intern/GHOST_SystemCocoa.mm
+++ b/intern/ghost/intern/GHOST_SystemCocoa.mm
@@ -277,7 +277,7 @@ extern "C" int GHOST_HACK_getFirstFile(char buf[FIRSTFILEBUFLG])
/**
* CocoaAppDelegate
* ObjC object to capture applicationShouldTerminate, and send quit event
- **/
+ */
@interface CocoaAppDelegate : NSObject <NSApplicationDelegate> {
GHOST_SystemCocoa *systemCocoa;
diff --git a/intern/ghost/intern/GHOST_SystemWin32.h b/intern/ghost/intern/GHOST_SystemWin32.h
index 48934feaeda..edf7c3fb695 100644
--- a/intern/ghost/intern/GHOST_SystemWin32.h
+++ b/intern/ghost/intern/GHOST_SystemWin32.h
@@ -382,7 +382,7 @@ protected:
/** Console status */
int m_consoleStatus;
- /** Wheel delta accumulator **/
+ /** Wheel delta accumulator */
int m_wheelDeltaAccum;
};
diff --git a/intern/iksolver/extern/IK_solver.h b/intern/iksolver/extern/IK_solver.h
index a1d36c024a3..9af6cc6988f 100644
--- a/intern/iksolver/extern/IK_solver.h
+++ b/intern/iksolver/extern/IK_solver.h
@@ -24,35 +24,32 @@
/**
-
- * Copyright (C) 2001 NaN Technologies B.V.
- *
* \page IK - Blender inverse kinematics module.
*
* \section about About the IK module
*
- * This module allows you to create segments and form them into
- * tree. You can then define a goal points that the end of a given
+ * This module allows you to create segments and form them into
+ * tree. You can then define a goal points that the end of a given
* segment should attempt to reach - an inverse kinematic problem.
* This module will then modify the segments in the tree in order
* to get the as near as possible to the goal. This solver uses an
* inverse jacobian method to find a solution.
- *
+ *
* \section issues Known issues with this IK solver.
*
* - There is currently no support for joint constraints in the
* solver. This is within the realms of possibility - please ask
* if this functionality is required.
* - The solver is slow, inverse jacobian methods in general give
- * 'smooth' solutions and the method is also very flexible, it
- * does not rely on specific angle parameterization and can be
- * extended to deal with different joint types and joint
- * constraints. However it is not suitable for real time use.
+ * 'smooth' solutions and the method is also very flexible, it
+ * does not rely on specific angle parameterization and can be
+ * extended to deal with different joint types and joint
+ * constraints. However it is not suitable for real time use.
* Other algorithms exist which are more suitable for real-time
- * applications, please ask if this functionality is required.
- *
+ * applications, please ask if this functionality is required.
+ *
* \section dependencies Dependencies
- *
+ *
* This module only depends on Moto.
*/
@@ -76,25 +73,25 @@ extern "C" {
*/
/**
- * IK_Segment defines a single segment of an IK tree.
+ * IK_Segment defines a single segment of an IK tree.
* - Individual segments are always defined in local coordinates.
- * - The segment is assumed to be oriented in the local
+ * - The segment is assumed to be oriented in the local
* y-direction.
- * - start is the start of the segment relative to the end
+ * - start is the start of the segment relative to the end
* of the parent segment.
* - rest_basis is a column major matrix defineding the rest
* position (w.r.t. which the limits are defined), must
* be a pure rotation
* - basis is a column major matrix defining the current change
* from the rest basis, must be a pure rotation
- * - length is the length of the bone.
+ * - length is the length of the bone.
*
* - basis_change and translation_change respectively define
* the change in rotation or translation. basis_change is a
* column major 3x3 matrix.
*
* The local transformation is then defined as:
- * start * rest_basis * basis * basis_change * translation_change * translate(0,length,0)
+ * start * rest_basis * basis * basis_change * translation_change * translate(0,length,0)
*/
typedef void IK_Segment;
@@ -130,16 +127,16 @@ extern void IK_GetTranslationChange(IK_Segment *seg, float *translation_change);
/**
* An IK_Solver must be created to be able to execute the solver.
- *
+ *
* An arbitray number of goals can be created, stating that a given
* end effector must have a given position or rotation. If multiple
* goals are specified, they can be weighted (range 0..1) to get
* some control over their importance.
- *
+ *
* IK_Solve will execute the solver, that will run until either the
* system converges, or a maximum number of iterations is reached.
* It returns 1 if the system converged, 0 otherwise.
- */
+ */
typedef void IK_Solver;
@@ -162,4 +159,3 @@ int IK_Solve(IK_Solver *solver, float tolerance, int max_iterations);
#endif
#endif // __IK_SOLVER_H__
-
diff --git a/intern/string/STR_String.h b/intern/string/STR_String.h
index 2afcd225fe5..27db035429c 100644
--- a/intern/string/STR_String.h
+++ b/intern/string/STR_String.h
@@ -21,14 +21,6 @@
* \ingroup string
*/
-
-/**
-
- * Copyright (C) 2001 NaN Technologies B.V.
- * This file was formerly known as: GEN_StdString.h.
- * @date April, 25, 2001
- */
-
#ifndef __STR_STRING_H__
#define __STR_STRING_H__
diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c
index d26c449dce2..9f81c41bd2d 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -79,7 +79,7 @@ static SpinLock ft_lib_mutex;
* Since most of the Text elems are not covered by other UI elements, we can
* group some strings together and render them in one drawcall. This behavior
* is on demand only, between BLF_batch_start() and BLF_batch_end().
- **/
+ */
static void blf_batch_draw_init(void)
{
GPUVertFormat format = {0};
diff --git a/source/blender/blenkernel/intern/appdir.c b/source/blender/blenkernel/intern/appdir.c
index bc265b6c465..bb0b9a23431 100644
--- a/source/blender/blenkernel/intern/appdir.c
+++ b/source/blender/blenkernel/intern/appdir.c
@@ -276,7 +276,7 @@ static bool get_path_environment(
* \param targetpath: String to return path
* \param folder_name: default name of folder within user area
* \param subfolder_name: optional name of subfolder within folder
- * \param ver: Blender version, used to construct a subdirectory name
+ * \param ver: Blender version, used to construct a subdirectory name
* \return true if it was able to construct such a path.
*/
static bool get_path_user(
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 859c5534183..9634cbccd91 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -53,7 +53,7 @@ typedef struct {
DerivedMesh dm;
/* these point to data in the DerivedMesh custom data layers,
- * they are only here for efficiency and convenience **/
+ * they are only here for efficiency and convenience */
MVert *mvert;
MEdge *medge;
MFace *mface;
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 10f16fc6bcf..dddb34afd39 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -584,9 +584,8 @@ void cloth_free_modifier_extern(ClothModifierData *clmd )
******************************************************************************/
/**
- * cloth_to_object - copies the deformed vertices to the object.
- *
- **/
+ * Copies the deformed vertices to the object.
+ */
static void cloth_to_object (Object *ob, ClothModifierData *clmd, float (*vertexCos)[3])
{
unsigned int i = 0;
@@ -614,12 +613,11 @@ int cloth_uses_vgroup(ClothModifierData *clmd)
}
/**
- * cloth_apply_vgroup - applies a vertex group as specified by type
- *
- **/
-/* can be optimized to do all groups in one loop */
+ * Applies a vertex group as specified by type.
+ */
static void cloth_apply_vgroup ( ClothModifierData *clmd, Mesh *mesh )
{
+ /* Can be optimized to do all groups in one loop. */
int i = 0;
int j = 0;
MDeformVert *dvert = NULL;
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index d1ad7f10206..5628fce226c 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -618,7 +618,6 @@ int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *poin
efd->size = 0.0f;
- /**/
ret = 1;
}
}
diff --git a/source/blender/blenkernel/intern/gpencil_modifier.c b/source/blender/blenkernel/intern/gpencil_modifier.c
index 5af0bd99721..d09a914e23e 100644
--- a/source/blender/blenkernel/intern/gpencil_modifier.c
+++ b/source/blender/blenkernel/intern/gpencil_modifier.c
@@ -515,10 +515,10 @@ void BKE_gpencil_eval_geometry(Depsgraph *depsgraph,
* This would be better than inventing our own logic for this stuff...
*/
- /* TODO: Move the following code to "BKE_gpencil_eval_done()" (marked as an exit node)
- * later when there's more happening here. For now, let's just keep this in here to avoid
- * needing to have one more node slowing down evaluation...
- */
+ /* TODO: Move the following code to "BKE_gpencil_eval_done()" (marked as an exit node)
+ * later when there's more happening here. For now, let's just keep this in here to avoid
+ * needing to have one more node slowing down evaluation...
+ */
if (DEG_is_active(depsgraph)) {
bGPdata *gpd_orig = (bGPdata *)DEG_get_original_id(&gpd->id);
diff --git a/source/blender/blenkernel/intern/multires.c b/source/blender/blenkernel/intern/multires.c
index 774fde0af7d..e546119b86d 100644
--- a/source/blender/blenkernel/intern/multires.c
+++ b/source/blender/blenkernel/intern/multires.c
@@ -76,7 +76,7 @@ typedef enum {
static void multires_mvert_to_ss(DerivedMesh *dm, MVert *mvert);
static void multiresModifier_disp_run(DerivedMesh *dm, Mesh *me, DerivedMesh *dm2, DispOp op, CCGElem **oldGridData, int totlvl);
-/** Customdata **/
+/** Customdata */
void multires_customdata_delete(Mesh *me)
{
@@ -102,7 +102,7 @@ void multires_customdata_delete(Mesh *me)
}
}
-/** Grid hiding **/
+/** Grid hiding */
static BLI_bitmap *multires_mdisps_upsample_hidden(
BLI_bitmap *lo_hidden,
int lo_level, int hi_level,
diff --git a/source/blender/blenkernel/intern/object_update.c b/source/blender/blenkernel/intern/object_update.c
index 5558443afb8..cb6a94e3363 100644
--- a/source/blender/blenkernel/intern/object_update.c
+++ b/source/blender/blenkernel/intern/object_update.c
@@ -68,7 +68,7 @@
* before being re-evaluated.
* For example, we need to call this before BKE_mesh_new_from_object(),
* in case we removed/added modifiers in the evaluated object.
- **/
+ */
void BKE_object_eval_reset(Object *ob_eval)
{
BKE_object_free_derived_caches(ob_eval);
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 9c174c8025f..962555c13f4 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1643,11 +1643,11 @@ int get_render_child_particle_number(const RenderData *r, int num, bool for_rend
}
/**
- * Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros
- *
- * It iterates over the bases of the active layer and then the bases
- * of the active layer of the background (set) scenes recursively.
- */
+ * Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros
+ *
+ * It iterates over the bases of the active layer and then the bases
+ * of the active layer of the background (set) scenes recursively.
+ */
Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base)
{
if (base && base->next) {
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index d4a0ad71e1e..60e40c0c61b 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -1863,7 +1863,6 @@ static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, floa
}
else {
/* TODO make this debug option */
- /**/
CLOG_WARN(&LOG, "bodypoint <bpi> is not attached to spring <*bs>");
return;
}
diff --git a/source/blender/blenlib/BLI_math_matrix.h b/source/blender/blenlib/BLI_math_matrix.h
index 4e897ace95c..8e35b197e14 100644
--- a/source/blender/blenlib/BLI_math_matrix.h
+++ b/source/blender/blenlib/BLI_math_matrix.h
@@ -15,9 +15,8 @@
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
-
- * The Original Code is: some of this file.
*
+ * The Original Code is: some of this file.
* */
#ifndef __BLI_MATH_MATRIX_H__
diff --git a/source/blender/blenlib/BLI_mempool.h b/source/blender/blenlib/BLI_mempool.h
index 31bd93544b0..f14b6f94a5e 100644
--- a/source/blender/blenlib/BLI_mempool.h
+++ b/source/blender/blenlib/BLI_mempool.h
@@ -57,7 +57,7 @@ void *BLI_mempool_as_arrayN(BLI_mempool *pool, const char *allocstr) ATTR_
void BLI_mempool_set_memory_debug(void);
#endif
-/** iteration stuff. note: this may easy to produce bugs with **/
+/** iteration stuff. note: this may easy to produce bugs with */
/* private structure */
typedef struct BLI_mempool_iter {
BLI_mempool *pool;
diff --git a/source/blender/blenlib/BLI_rand.h b/source/blender/blenlib/BLI_rand.h
index fd078ae3a36..2c6c8266eae 100644
--- a/source/blender/blenlib/BLI_rand.h
+++ b/source/blender/blenlib/BLI_rand.h
@@ -87,7 +87,7 @@ RNG_THREAD_ARRAY *BLI_rng_threaded_new(void);
void BLI_rng_threaded_free(struct RNG_THREAD_ARRAY *rngarr) ATTR_NONNULL(1);
int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread) ATTR_WARN_UNUSED_RESULT;
-/** Low-discrepancy sequences **/
+/* Low-discrepancy sequences. */
/** Return the _n_th number of the given low-discrepancy sequence. */
void BLI_halton_1D(unsigned int prime, double offset, int n, double *r);
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 53c7d5e6576..a348edaece8 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -15,10 +15,9 @@
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
-
- * The Original Code is: some of this file.
*
- * */
+ * The Original Code is: some of this file.
+ */
/** \file
* \ingroup bli
diff --git a/source/blender/blenlib/intern/string_utf8.c b/source/blender/blenlib/intern/string_utf8.c
index d4b4bba810c..12ada9b6fd9 100644
--- a/source/blender/blenlib/intern/string_utf8.c
+++ b/source/blender/blenlib/intern/string_utf8.c
@@ -519,7 +519,7 @@ int BLI_str_utf8_size_safe(const char *p)
* instead.
*
* Return value: the resulting character
- **/
+ */
uint BLI_str_utf8_as_unicode(const char *p)
{
int i, len;
@@ -625,7 +625,7 @@ uint BLI_str_utf8_as_unicode_step(const char *__restrict p, size_t *__restrict i
* Converts a single character to UTF-8.
*
* \return number of bytes written
- **/
+ */
size_t BLI_str_utf8_from_unicode(uint c, char *outbuf)
{
/* If this gets modified, also update the copy in g_string_insert_unichar() */
@@ -684,7 +684,7 @@ size_t BLI_str_utf8_from_unicode(uint c, char *outbuf)
* it starts with an appropriate byte.
*
* Return value: a pointer to the found character or %NULL.
- **/
+ */
char *BLI_str_find_prev_char_utf8(const char *str, const char *p)
{
for (--p; p >= str; --p) {
@@ -709,7 +709,7 @@ char *BLI_str_find_prev_char_utf8(const char *str, const char *p)
* it starts with an appropriate byte.
*
* Return value: a pointer to the found character or %NULL
- **/
+ */
char *BLI_str_find_next_char_utf8(const char *p, const char *end)
{
if (*p) {
@@ -740,7 +740,7 @@ char *BLI_str_find_next_char_utf8(const char *p, const char *end)
* character of the string, you must use g_utf8_find_prev_char() instead.
*
* Return value: a pointer to the found character.
- **/
+ */
char *BLI_str_prev_char_utf8(const char *p)
{
while (1) {
diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c
index 798e357c308..f629c054f8c 100644
--- a/source/blender/bmesh/tools/bmesh_bevel.c
+++ b/source/blender/bmesh/tools/bmesh_bevel.c
@@ -5664,14 +5664,15 @@ static double find_superellipse_chord_endpoint(double x0, double dtarget, float
return xnew;
}
- /* This search procedure to find equidistant points (x,y) in the first
- * superellipse quadrant works for every superellipse exponent but is more
- * expensive than known solutions for special cases.
- * Call the point on superellipse that intersects x=y line mx.
- * For r>=1 use only the range x in [0,mx] and mirror the rest along x=y line,
- * for r<1 use only x in [mx,1]. Points are initially spaced and iteratively
- * repositioned to have the same distance. */
-
+/**
+ * This search procedure to find equidistant points (x,y) in the first
+ * superellipse quadrant works for every superellipse exponent but is more
+ * expensive than known solutions for special cases.
+ * Call the point on superellipse that intersects x=y line mx.
+ * For r>=1 use only the range x in [0,mx] and mirror the rest along x=y line,
+ * for r<1 use only x in [mx,1]. Points are initially spaced and iteratively
+ * repositioned to have the same distance.
+ */
static void find_even_superellipse_chords_general(int seg, float r, double *xvals, double *yvals)
{
const int smoothitermax = 10;
@@ -5770,13 +5771,14 @@ static void find_even_superellipse_chords_general(int seg, float r, double *xval
}
}
- /* Find equidistant points (x0,y0), (x1,y1)... (xn,yn) on the superellipse
- * function in the first quadrant. For special profiles (linear, arc,
- * rectangle) the point can be calculated easily, for any other profile a more
- * expensive search procedure must be used because there is no known closed
- * form for equidistant parametrization
- * xvals and yvals should be size n+1 */
-
+/**
+ * Find equidistant points (x0,y0), (x1,y1)... (xn,yn) on the superellipse
+ * function in the first quadrant. For special profiles (linear, arc,
+ * rectangle) the point can be calculated easily, for any other profile a more
+ * expensive search procedure must be used because there is no known closed
+ * form for equidistant parametrization
+ * xvals and yvals should be size n+1
+ */
static void find_even_superellipse_chords(int n, float r, double *xvals, double *yvals)
{
int i, n2;
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 018367c81ff..bd06a8e5319 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -208,11 +208,11 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
}
/**
- * Collada only knows Joints, hence bones at the end of a bone chain
- * don't have a defined length. This function guesses reasonable
- * tail locations for the affected bones (nodes which don't have any connected child)
- * Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
-**/
+ * Collada only knows Joints, hence bones at the end of a bone chain
+ * don't have a defined length. This function guesses reasonable
+ * tail locations for the affected bones (nodes which don't have any connected child)
+ * Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
+ */
void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
{
if (bone == NULL)
@@ -674,10 +674,10 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
}
/**
- * root - if this joint is the top joint in hierarchy, if a joint
- * is a child of a node (not joint), root should be true since
- * this is where we build armature bones from
- **/
+ * root - if this joint is the top joint in hierarchy, if a joint
+ * is a child of a node (not joint), root should be true since
+ * this is where we build armature bones from
+ */
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *parent)
{
root_joints.push_back(node);
diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp
index 306120e464f..6f87b6613b7 100644
--- a/source/blender/collada/MeshImporter.cpp
+++ b/source/blender/collada/MeshImporter.cpp
@@ -876,7 +876,7 @@ std::string *MeshImporter::get_geometry_name(const std::string &mesh_name)
* this function checks if both objects have the same
* materials assigned to Object (in the same order)
* returns true if condition matches, otherwise false;
- **/
+ */
static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
{
if (ob1->totcol != ob2->totcol) return false; // not same number of materials
@@ -897,7 +897,7 @@ static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
* and no material is assigned to Data.
* That is true right after the objects have been imported.
*
- **/
+ */
static void bc_copy_materials_to_data(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -910,7 +910,7 @@ static void bc_copy_materials_to_data(Object *ob, Mesh *me)
*
* Remove all references to materials from the object
*
- **/
+ */
static void bc_remove_materials_from_object(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -923,7 +923,7 @@ static void bc_remove_materials_from_object(Object *ob, Mesh *me)
* Returns the list of Users of the given Mesh object.
* Note: This function uses the object user flag to control
* which objects have already been processed.
- **/
+ */
std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
{
std::vector<Object *> mesh_users;
@@ -958,7 +958,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*
- **/
+ */
void MeshImporter::optimize_material_assignements()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();
diff --git a/source/blender/compositor/operations/COM_OutputFileMultiViewOperation.h b/source/blender/compositor/operations/COM_OutputFileMultiViewOperation.h
index f213bdff51d..a3bcaac2835 100644
--- a/source/blender/compositor/operations/COM_OutputFileMultiViewOperation.h
+++ b/source/blender/compositor/operations/COM_OutputFileMultiViewOperation.h
@@ -51,7 +51,6 @@ public:
void deinitExecution();
};
-/**/
class OutputStereoOperation : public OutputSingleLayerOperation {
private:
char m_name[FILE_MAX];
diff --git a/source/blender/depsgraph/DEG_depsgraph_query.h b/source/blender/depsgraph/DEG_depsgraph_query.h
index 11732c55a99..32fc7a301a4 100644
--- a/source/blender/depsgraph/DEG_depsgraph_query.h
+++ b/source/blender/depsgraph/DEG_depsgraph_query.h
@@ -161,8 +161,8 @@ void DEG_iterator_objects_end(struct BLI_Iterator *iter);
}
/**
- * Depsgraph objects iterator for draw manager and final render
- */
+ * Depsgraph objects iterator for draw manager and final render
+ */
#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(graph_, instance_) \
DEG_OBJECT_ITER_BEGIN(graph_, instance_, \
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | \
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 36ddd68aea9..058215bc8ff 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -238,7 +238,7 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N] ─────────────────────────┘
- **/
+ */
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 7f754a5a466..00d9420004b 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -194,7 +194,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
* - Finally composite the 2 blurred buffers with the original render.
- **/
+ */
DRWShadingGroup *grp;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
const bool use_alpha = !DRW_state_draw_background();
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 0090ab338d2..9cb678bb875 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -465,7 +465,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
/**
* Simple downsampling algorithm. Reconstruct mip chain up to mip level.
- **/
+ */
void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -481,7 +481,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le
/**
* Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
- **/
+ */
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index db7d5be7cf6..05e5127f950 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -721,7 +721,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
* Point are distributed in a way that when they are orthogonaly
* projected into any plane, the resulting distribution is (close to)
* a uniform disc distribution.
- **/
+ */
static void sample_ball(int sample_ofs, float radius, float rsample[3])
{
double ht_point[3];
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index efe53bcbf19..44daa7e34f3 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -354,7 +354,7 @@ static char *eevee_get_volume_defines(int options)
/**
* ssr_id can be null to disable ssr contribution.
- **/
+ */
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
int *ssr_id, float *refract_depth,
@@ -539,7 +539,7 @@ static void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float
* when Z = 1, and top-left corner if Z = 1.
* view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
* distance from the near plane to the far clip plane.
- **/
+ */
copy_v4_v4(r_viewvecs[0], view_vecs[0]);
/* we need to store the differences */
@@ -842,7 +842,7 @@ struct GPUMaterial *EEVEE_material_hair_get(
/**
* Create a default shading group inside the given pass.
- **/
+ */
static struct DRWShadingGroup *EEVEE_default_shading_group_create(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
@@ -871,7 +871,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
/**
* Create a default shading group inside the default pass without standard uniforms.
- **/
+ */
static struct DRWShadingGroup *EEVEE_default_shading_group_get(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
Object *ob, ParticleSystem *psys, ModifierData *md,
@@ -919,7 +919,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
/**
* Create a default shading group inside the lookdev pass without standard uniforms.
- **/
+ */
static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
bool use_ssr, int shadow_method)
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 050870292ab..8b0eba7cc6f 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -195,7 +195,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* - Then we use this angle to compute occlusion with the shading normal at
* the shading stage. This let us do correct shadowing for each diffuse / specular
* lobe present in the shader using the correct normal.
- **/
+ */
psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 5fe01440896..6bdf3aaca56 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -378,7 +378,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* for "every" positions in the frustum. We only need to sample
* them and blend the scene color with those factors. This also
* work for alpha blended materials.
- **/
+ */
/* World pass is not additive as it also clear the buffer. */
psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
index f06a17a8e44..6ac379c3845 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -24,7 +24,7 @@
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
- **/
+ */
uniform sampler2D sourceBuffer; /* Buffer to filter */
uniform vec2 sourceBufferTexelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
index 92fd36f684a..f3485f9120b 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -81,7 +81,7 @@ void main()
* | Origin \
* -1 0 --------------- 2
* -1 0 1 ex
- **/
+ */
gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
gl_Position.y = float(v_id % 2) * extend - 1.0;
gl_Position.z = 0.0;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
index 79f86cfae58..5f5d60cb3c5 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform samplerCube source;
uniform float texelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
index 8f06e161a20..a9e850ca04d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform sampler2D source;
uniform float fireflyFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index d12b5232968..6a223ddc1fe 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -1,7 +1,7 @@
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.
- **/
+ */
uniform float rotationOffset;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index edfd0f307e9..e7b51b8fb55 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -2,7 +2,7 @@
* Shader that downsample depth buffer,
* saving min and max value of each texel in the above mipmaps.
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
- **/
+ */
#ifdef LAYERED
uniform sampler2DArray depthBuffer;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
index d629195b815..3b8a044154b 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
- **/
+ */
uniform sampler2DArray source;
uniform float fireflyFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index a1392de9559..42bd486a4a5 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -4,7 +4,7 @@
* Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
* ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016.
* Project page: https://eheitzresearch.wordpress.com/415-2/
- **/
+ */
#define USE_LTC
@@ -33,7 +33,7 @@ float diffuse_sphere_integral(float avg_dir_z, float form_factor)
* An extended version of the implementation from
* "How to solve a cubic equation, revisited"
* http://momentsingraphics.de/?p=105
- **/
+ */
vec3 solve_cubic(vec4 coefs)
{
/* Normalize the polynomial */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
index d77f95b98c1..17174e6d4ff 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -19,7 +19,7 @@ void main()
* | \
* -1 0 --------------- 2
* -1 0 1 ex
- **/
+ */
vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
vPos.y = float(v_id % 2) * 4.0 - 1.0;
vPos.z = float(t_id);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 0185e192f5c..5e4e594ecb5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -2,7 +2,7 @@
* Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois
* https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/
* Converted and adapted from HLSL to GLSL by Clément Foucault
- **/
+ */
uniform mat4 ProjectionMatrix;
uniform vec2 invertedViewportSize;
@@ -44,7 +44,7 @@ float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs.
/**
* ----------------- STEP 0 ------------------
* Custom Coc aware downsampling. Half res pass.
- **/
+ */
#ifdef PREPARE
layout(location = 0) out vec4 halfResColor;
@@ -91,7 +91,7 @@ void main()
/**
* ----------------- STEP 0.5 ------------------
* Custom Coc aware downsampling. Quater res pass.
- **/
+ */
#ifdef DOWNSAMPLE
layout(location = 0) out vec4 outColor;
@@ -135,7 +135,7 @@ void main()
/**
* ----------------- STEP 1 ------------------
* Flatten COC buffer using max filter.
- **/
+ */
#if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL)
layout(location = 0) out vec2 flattenedCoc;
@@ -170,7 +170,7 @@ void main()
/**
* ----------------- STEP 1.ax------------------
* Dilate COC buffer using min filter.
- **/
+ */
#if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL)
layout(location = 0) out vec2 dilatedCoc;
@@ -205,7 +205,7 @@ void main()
* ----------------- STEP 2 ------------------
* Blur vertically and diagonally.
* Outputs vertical blur and combined blur in MRT
- **/
+ */
#ifdef BLUR1
layout(location = 0) out vec4 blurColor;
@@ -290,7 +290,7 @@ void main()
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- **/
+ */
#ifdef BLUR2
out vec4 finalColor;
@@ -298,7 +298,7 @@ void main()
{
/* Half Res pass */
vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy);
- vec2 uv = gl_FragCoord.xy * pixel_size.xy;
+ vec2 uv = gl_FragCoord.xy * pixel_size.xy;
float coc = decode_coc(texture(inputCocTex, uv).rg);
/* Only use this filter if coc is > 9.0
* since this filter is not weighted by CoC
@@ -344,7 +344,7 @@ void main()
/**
* ----------------- STEP 4 ------------------
- **/
+ */
#ifdef RESOLVE
out vec4 finalColor;
@@ -362,4 +362,4 @@ void main()
finalColor = texture(halfResColorTex, uv);
finalColor.a = smoothstep(1.0, 3.0, abs(coc));
}
-#endif \ No newline at end of file
+#endif
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index fb8a3b47c54..b4175935b7a 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -763,7 +763,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
* Similar to workbench forward. Duplicated code to avoid
* spaghetti with workbench forward. It would be great if we unify
* this in a clean way.
- **/
+ */
if (OIT_ENABLED(wpd)) {
const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index b12aa5f90bc..c6aeefcef3b 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -47,7 +47,7 @@ extern char datatoc_workbench_effect_dof_frag_glsl[];
/**
* Transform [-1..1] square to unit circle.
- **/
+ */
static void square_to_circle(float x, float y, float *r, float *T)
{
if (x > -y) {
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 0f79affe44a..482cc047bbc 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -2009,7 +2009,7 @@ static const uint bone_octahedral_solid_tris[8][3] = {
* According to opengl specification it becomes (starting from
* the first vertex of the first face aka. vertex 2):
* {0, 12, 1, 10, 2, 3}
- **/
+ */
static const uint bone_octahedral_wire_lines_adjacency[12][4] = {
{ 0, 1, 2, 6}, { 0, 12, 1, 6}, { 0, 3, 12, 6}, { 0, 2, 3, 6},
{ 1, 6, 2, 3}, { 1, 12, 6, 3}, { 1, 0, 12, 3}, { 1, 2, 0, 3},
@@ -2161,7 +2161,7 @@ static const uint bone_box_solid_tris[12][3] = {
/**
* Store indices of generated verts from bone_box_solid_tris to define adjacency infos.
* See bone_octahedral_solid_tris for more infos.
- **/
+ */
static const uint bone_box_wire_lines_adjacency[12][4] = {
{ 4, 2, 0, 11}, { 0, 1, 2, 8}, { 2, 4, 1, 14}, { 1, 0, 4, 20}, /* bottom */
{ 0, 8, 11, 14}, { 2, 14, 8, 20}, { 1, 20, 14, 11}, { 4, 11, 20, 8}, /* top */
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 7c1ef09aaa7..08b306b0ebe 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -4885,7 +4885,7 @@ void DRW_mesh_batch_cache_create_requested(
* TODO: The code and data structure is ready to support modified UV display
* but the selection code for UVs needs to support it first. So for now, only
* display the cage in all cases.
- **/
+ */
if (rdata && rdata->mapped.supported) {
rdata->mapped.use = false;
}
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 09d0fa06f22..bbe5b4cf41e 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -246,7 +246,7 @@ void DRW_hair_update(void)
* readback the result to system memory and reupload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
- **/
+ */
if (g_tf_calls == NULL) {
return;
diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c
index 119ac7c2609..718518643e0 100644
--- a/source/blender/draw/intern/draw_instance_data.c
+++ b/source/blender/draw/intern/draw_instance_data.c
@@ -24,10 +24,10 @@
* DRW Instance Data Manager
* This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation.
* This way we avoid feeding gawain each instance data one by one and unnecessary memcpy.
- * Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size
+ * Since we loose which memory block was used each #DRWShadingGroup we need to redistribute them in the same order/size
* to avoid to realloc each frame.
- * This is why DRWInstanceDatas are sorted in a list for each different data size.
- **/
+ * This is why #DRWInstanceDatas are sorted in a list for each different data size.
+ */
#include "draw_instance_data.h"
#include "DRW_engine.h"
@@ -94,15 +94,14 @@ static ListBase g_idatalists = {NULL, NULL};
* be static so that it's pointer never changes (because we are using
* this pointer as identifier [we don't want to check the full format
* that would be too slow]).
- **/
-
+ */
static void instance_batch_free(GPUBatch *batch, void *UNUSED(user_data))
{
if (batch->verts[0] == NULL) {
/** XXX This is a false positive case.
* The batch has been requested but not init yet
* and there is a chance that it might become init.
- **/
+ */
return;
}
/* Free all batches that have the same key before they are reused. */
@@ -313,7 +312,7 @@ static void DRW_instance_data_free(DRWInstanceData *idata)
/**
* Return a pointer to the next instance data space.
- **/
+ */
void *DRW_instance_data_next(DRWInstanceData *idata)
{
return BLI_mempool_alloc(idata->mempool);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index e991c69fdc1..e517b6f8e45 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -375,9 +375,11 @@ void DRW_transform_none(GPUTexture *tex)
/** \name Multisample Resolve
* \{ */
-/* Use manual multisample resolve pass.
+/**
+ * Use manual multisample resolve pass.
* Much quicker than blitting back and forth.
- * Assume destination fb is bound*/
+ * Assume destination fb is bound.
+ */
void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 22dfc28e305..25dbe776858 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -83,7 +83,7 @@
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
- **/
+ */
/* Used by DRWCallState.flag */
enum {
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 6f9e2cff36c..c11c183e0f5 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1217,7 +1217,7 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is useful for order dependent effect such as transparency.
- **/
+ */
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{
float (*viewinv)[4];
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 8e04b9eddfd..89dcb01fc9c 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -426,7 +426,7 @@ void DRW_state_invert_facing(void)
* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
* and if the shaders have support for it (see usage of gl_ClipDistance).
* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
- **/
+ */
void DRW_state_clip_planes_len_set(uint plane_len)
{
BLI_assert(plane_len <= MAX_CLIP_PLANES);
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index 4c540d2b478..da86f7a7086 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -3,13 +3,13 @@
* This is less bandwidth intensive than fetching the vertex attributes
* but does more ALU work per vertex. This also reduce the number
* of data the CPU has to precompute and transfert for each update.
- **/
+ */
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
* 3+ - 1 or more interpolated points per hair.
- **/
+ */
uniform int hairStrandsRes = 8;
/**
@@ -17,7 +17,7 @@ uniform int hairStrandsRes = 8;
* 1 - Wire Hair: Only one pixel thick, independent of view distance.
* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
- **/
+ */
uniform int hairThicknessRes = 1;
/* Hair thickness shape. */
@@ -58,7 +58,7 @@ void unpack_strand_data(uint data, out int strand_offset, out int strand_segment
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
- **/
+ */
#ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
@@ -104,7 +104,7 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
/* -- Drawing stage -- */
/**
* For final drawing, the vertex index and the number of vertex per segment
- **/
+ */
#ifndef HAIR_PHASE_SUBDIV
int hair_get_strand_id(void)
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index dbad525c281..5e43745172e 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -7,7 +7,7 @@
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- **/
+ */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index 5a2913fc2e2..7d89676fd47 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -42,7 +42,7 @@ uniform int gridFlag;
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- **/
+ */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
diff --git a/source/blender/editors/armature/pose_slide.c b/source/blender/editors/armature/pose_slide.c
index 1d3fd1ea8c6..1545576e208 100644
--- a/source/blender/editors/armature/pose_slide.c
+++ b/source/blender/editors/armature/pose_slide.c
@@ -293,8 +293,10 @@ static void pose_slide_refresh(bContext *C, tPoseSlideOp *pso)
}
}
-/** Although this lookup is not ideal, we won't be dealing with a lot of objects at a given time.
- * But if it comes to that we can instead store prev/next frme in the tPChanFCurveLink. */
+/**
+ * Although this lookup is not ideal, we won't be dealing with a lot of objects at a given time.
+ * But if it comes to that we can instead store prev/next frme in the #tPChanFCurveLink.
+ */
static bool pose_frame_range_from_object_get(tPoseSlideOp *pso, Object *ob, float *prevFrameF, float *nextFrameF)
{
for (uint ob_index = 0; ob_index < pso->objects_len; ob_index++) {
diff --git a/source/blender/editors/armature/pose_utils.c b/source/blender/editors/armature/pose_utils.c
index ad8cff70e27..75a3f13ee84 100644
--- a/source/blender/editors/armature/pose_utils.c
+++ b/source/blender/editors/armature/pose_utils.c
@@ -125,7 +125,7 @@ static void fcurves_to_pchan_links_get(ListBase *pfLinks, Object *ob, bAction *a
/**
* Returns a valid pose armature for this object, else returns NULL.
- **/
+ */
Object *poseAnim_object_get(Object *ob_)
{
Object *ob = BKE_object_pose_armature_get(ob_);
diff --git a/source/blender/editors/gpencil/annotate_paint.c b/source/blender/editors/gpencil/annotate_paint.c
index 349deb6b53e..b9b0c8fe788 100644
--- a/source/blender/editors/gpencil/annotate_paint.c
+++ b/source/blender/editors/gpencil/annotate_paint.c
@@ -1786,9 +1786,9 @@ static void annotation_draw_apply_event(wmOperator *op, const wmEvent *event, De
float mousef[2];
int tablet = 0;
- /* convert from window-space to area-space mouse coordinates
- * add any x,y override position for fake events
- */
+ /* convert from window-space to area-space mouse coordinates
+ * add any x,y override position for fake events
+ */
p->mval[0] = (float)event->mval[0] - x;
p->mval[1] = (float)event->mval[1] - y;
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index 24dcf7d4fb4..dd949b21743 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -428,8 +428,8 @@ static void gp_stroke_convertcoords(tGPsdata *p, const float mval[2], float out[
* - nothing more needs to be done here, since view_autodist_simple() has already done it
*/
- /* verify valid zdepth, if it's wrong, the default drawing mode is used
- * and the function doesn't return now */
+ /* verify valid zdepth, if it's wrong, the default drawing mode is used
+ * and the function doesn't return now */
if ((depth == NULL) || (*depth <= 1.0f)) {
return;
}
diff --git a/source/blender/editors/interface/interface_layout.c b/source/blender/editors/interface/interface_layout.c
index b0ac22898b6..a828c19be54 100644
--- a/source/blender/editors/interface/interface_layout.c
+++ b/source/blender/editors/interface/interface_layout.c
@@ -783,7 +783,7 @@ static void ui_keymap_but_cb(bContext *UNUSED(C), void *but_v, void *UNUSED(key_
*
* \param w_hint: For varying width layout, this becomes the label width.
* Otherwise it's used to fit both items into it.
- **/
+ */
static uiBut *ui_item_with_label(
uiLayout *layout, uiBlock *block, const char *name, int icon,
PointerRNA *ptr, PropertyRNA *prop, int index,
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index e8657b617b9..47f29eaed2f 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -219,7 +219,7 @@ static const uint g_shape_preset_hold_action_face[2][3] = {{2, 0, 1}, {3, 5, 4}}
* In order to speed up UI drawing we create some batches that are then
* modified by specialized shaders to draw certain elements really fast.
* TODO: find a better place. Maybe it's own file?
- **/
+ */
/* offset in triavec[] in shader per type */
static const int tria_ofs[ROUNDBOX_TRIA_MAX] = {
diff --git a/source/blender/editors/object/object_select.c b/source/blender/editors/object/object_select.c
index 2155956727e..919055aa668 100644
--- a/source/blender/editors/object/object_select.c
+++ b/source/blender/editors/object/object_select.c
@@ -86,13 +86,14 @@
/** \name Public Object Selection API
* \{ */
-/* simple API for object selection, rather than just using the flag
+/**
+ * simple API for object selection, rather than just using the flag
* this takes into account the 'restrict selection in 3d view' flag.
- * deselect works always, the restriction just prevents selection */
-
- /* Note: send a NC_SCENE|ND_OB_SELECT notifier yourself! (or
- * or a NC_SCENE|ND_OB_VISIBLE in case of visibility toggling */
-
+ * deselect works always, the restriction just prevents selection
+ *
+ * \note Caller must send a `NC_SCENE | ND_OB_SELECT` notifier
+ * (or a `NC_SCENE | ND_OB_VISIBLE` in case of visibility toggling).
+ */
void ED_object_base_select(Base *base, eObjectSelect_Mode mode)
{
if (mode == BA_INVERT) {
diff --git a/source/blender/editors/space_view3d/view3d_snap.c b/source/blender/editors/space_view3d/view3d_snap.c
index fe84e5b3244..755f14aea2f 100644
--- a/source/blender/editors/space_view3d/view3d_snap.c
+++ b/source/blender/editors/space_view3d/view3d_snap.c
@@ -64,7 +64,7 @@ static bool snap_calc_active_center(bContext *C, const bool select_only, float r
/* *********************** operators ******************** */
-/** Snaps every individual object center to its nearest point on the grid. **/
+/** Snaps every individual object center to its nearest point on the grid. */
static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -230,7 +230,7 @@ void VIEW3D_OT_snap_selected_to_grid(wmOperatorType *ot)
* \param snap_target_global: a location in global space to snap to (eg. 3D cursor or active object).
* \param use_offset: if the selected objects should maintain their relative offsets and be snapped by the selection
* pivot point (median, active), or if every object origin should be snapped to the given location.
-**/
+ */
static int snap_selected_to_location(bContext *C, const float snap_target_global[3], const bool use_offset)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -479,7 +479,7 @@ void VIEW3D_OT_snap_selected_to_cursor(wmOperatorType *ot)
/* *************************************************** */
-/** Snaps each selected object to the location of the active selected object. **/
+/** Snaps each selected object to the location of the active selected object. */
static int snap_selected_to_active_exec(bContext *C, wmOperator *op)
{
float snap_target_global[3];
@@ -510,7 +510,7 @@ void VIEW3D_OT_snap_selected_to_active(wmOperatorType *ot)
/* *************************************************** */
-/** Snaps the 3D cursor location to its nearest point on the grid. **/
+/** Snaps the 3D cursor location to its nearest point on the grid. */
static int snap_curs_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
@@ -604,7 +604,7 @@ static void bundle_midpoint(Scene *scene, Object *ob, float r_vec[3])
}
}
-/** Snaps the 3D cursor location to the median point of the selection. **/
+/** Snaps the 3D cursor location to the median point of the selection. */
static bool snap_curs_to_sel_ex(bContext *C, float cursor[3])
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -800,7 +800,7 @@ void VIEW3D_OT_snap_cursor_to_active(wmOperatorType *ot)
/* **************************************************** */
-/** Snaps the 3D cursor location to the origin. **/
+/** Snaps the 3D cursor location to the origin. */
static int snap_curs_to_center_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
diff --git a/source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c b/source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c
index b1e9a45bfa1..d057c7083bd 100644
--- a/source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c
+++ b/source/blender/gpencil_modifiers/intern/MOD_gpencilbuild.c
@@ -81,7 +81,7 @@ static bool dependsOnTime(GpencilModifierData *UNUSED(md))
* - Stroke points are generally equally spaced. This implies that we can just add/remove points,
* without worrying about distances between them / adding extra interpolated points between
* an visible point and one about to be added/removed (or any similar tapering effects).
-
+ *
* - All strokes present are fully visible (i.e. we don't have to ignore any)
*/
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
diff --git a/source/blender/makesdna/DNA_ID.h b/source/blender/makesdna/DNA_ID.h
index e1a83a7a5cc..a2bd50b6ade 100644
--- a/source/blender/makesdna/DNA_ID.h
+++ b/source/blender/makesdna/DNA_ID.h
@@ -340,8 +340,7 @@ typedef struct PreviewImage {
*
* The tags represent types! This is a dirty way of enabling RTTI. The
* sig_byte end endian defines aren't really used much.
- *
- **/
+ */
#ifdef __BIG_ENDIAN__
/* big endian */
diff --git a/source/blender/makesdna/DNA_meshdata_types.h b/source/blender/makesdna/DNA_meshdata_types.h
index 9ed879d10c5..5f86ee562f9 100644
--- a/source/blender/makesdna/DNA_meshdata_types.h
+++ b/source/blender/makesdna/DNA_meshdata_types.h
@@ -277,7 +277,7 @@ typedef struct MDisps {
unsigned int *hidden;
} MDisps;
-/** Multires structs kept for compatibility with old files **/
+/** Multires structs kept for compatibility with old files. */
typedef struct MultiresCol {
float a, r, g, b;
} MultiresCol;
@@ -326,7 +326,7 @@ typedef struct Multires {
char *edge_creases;
} Multires;
-/** End Multires **/
+/* End Multires */
typedef struct MRecast {
int i;
diff --git a/source/blender/makesrna/intern/rna_ID.c b/source/blender/makesrna/intern/rna_ID.c
index fac3864d089..70c342f4665 100644
--- a/source/blender/makesrna/intern/rna_ID.c
+++ b/source/blender/makesrna/intern/rna_ID.c
@@ -1339,7 +1339,7 @@ static void rna_def_library(BlenderRNA *brna)
/**
* \attention This is separate from the above. It allows for RNA functions to
* return an IDProperty *. See MovieClip.metadata for a usage example.
- **/
+ */
static void rna_def_idproperty_wrap_ptr(BlenderRNA *brna)
{
StructRNA *srna;
diff --git a/source/blender/makesrna/intern/rna_access.c b/source/blender/makesrna/intern/rna_access.c
index 8282ed04520..d72e6a5a9c9 100644
--- a/source/blender/makesrna/intern/rna_access.c
+++ b/source/blender/makesrna/intern/rna_access.c
@@ -219,7 +219,6 @@ PointerRNA rna_pointer_inherit_refine(PointerRNA *ptr, StructRNA *type, void *da
}
}
-/**/
void RNA_pointer_recast(PointerRNA *ptr, PointerRNA *r_ptr)
{
#if 0 /* works but this case if covered by more general code below. */
diff --git a/source/blender/makesrna/intern/rna_key.c b/source/blender/makesrna/intern/rna_key.c
index 8fe20a1b03f..1d9084bf3f0 100644
--- a/source/blender/makesrna/intern/rna_key.c
+++ b/source/blender/makesrna/intern/rna_key.c
@@ -920,7 +920,7 @@ static void rna_def_keyblock(BlenderRNA *brna)
/* XXX multi-dim dynamic arrays are very badly supported by (py)rna currently, those are defined for the day
* it works better, for now user will get a 1D tuple...
- **/
+ */
func = RNA_def_function(srna, "normals_vertex_get", "rna_KeyBlock_normals_vert_calc");
RNA_def_function_ui_description(func, "Compute local space vertices' normals for this shape key");
RNA_def_function_flag(func, FUNC_USE_SELF_ID);
diff --git a/source/blender/python/gpu/gpu_py_offscreen.c b/source/blender/python/gpu/gpu_py_offscreen.c
index 4027edbb0f9..21edae036df 100644
--- a/source/blender/python/gpu/gpu_py_offscreen.c
+++ b/source/blender/python/gpu/gpu_py_offscreen.c
@@ -52,10 +52,9 @@
#include "gpu_py_offscreen.h" /* own include */
- /* -------------------------------------------------------------------- */
-
- /** \name GPUOffScreen Common Utilities
- * \{ */
+/* -------------------------------------------------------------------- */
+/** \name GPUOffScreen Common Utilities
+ * \{ */
static int bpygpu_offscreen_valid_check(BPyGPUOffScreen *bpygpu_ofs)
{
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index 00ab4fd1be6..136d4e00d91 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -165,7 +165,7 @@ void WM_init_state_start_with_console_set(bool value)
* scripts) we deferre the ghost initialization the most as possible
* so that it does not break anything that can run in headless mode (as in
* without display server attached).
- **/
+ */
static bool opengl_is_init = false;
void WM_init_opengl(Main *bmain)