diff options
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 4 |
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; |