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-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
30 files changed, 58 insertions, 57 deletions
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)