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Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c6
-rw-r--r--source/blender/gpu/intern/gpu_texture.c4
3 files changed, 6 insertions, 6 deletions
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;