diff options
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) |