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-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cube.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c4
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl4
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_manager.h4
-rw-r--r--source/blender/draw/intern/draw_manager_data.c10
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c2
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl2
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c2
-rw-r--r--source/blender/gpu/GPU_batch.h2
-rw-r--r--source/blender/gpu/GPU_primitive.h2
-rw-r--r--source/blender/gpu/intern/gpu_batch_private.hh5
-rw-r--r--source/blender/gpu/intern/gpu_capabilities_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_drawlist_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_index_buffer_private.hh6
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.hh2
-rw-r--r--source/blender/gpu/intern/gpu_shader_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_state_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_texture_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_uniform_buffer_private.hh2
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer_private.hh2
-rw-r--r--source/blender/gpu/opengl/gl_batch.cc2
-rw-r--r--source/blender/gpu/opengl/gl_drawlist.hh2
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.hh6
-rw-r--r--source/blender/gpu/opengl/gl_shader.hh2
-rw-r--r--source/blender/gpu/opengl/gl_shader_interface.hh2
-rw-r--r--source/blender/gpu/opengl/gl_state.cc2
-rw-r--r--source/blender/gpu/opengl/gl_state.hh2
-rw-r--r--source/blender/gpu/opengl/gl_texture.cc2
-rw-r--r--source/blender/gpu/opengl/gl_uniform_buffer.hh2
-rw-r--r--source/blender/imbuf/intern/util_gpu.c4
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_point_distribute_poisson_disk.cc2
34 files changed, 50 insertions, 49 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
index 96cf032fe28..19b86476c29 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
@@ -123,7 +123,7 @@ bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli,
* Note that this may be a rough approximation an may not converge to a perfectly
* smooth shadow (because sample distribution is quite non-uniform) but is enough
* in practice.
- **/
+ */
/* NOTE: this has implication for spotlight rendering optimization
* (see EEVEE_shadows_draw_cubemap). */
float angular_texel_size = 2.0f * DEG2RADF(90) / (float)linfo->shadow_cube_size;
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index 23bb07a33f7..456efeca0f0 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -207,7 +207,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
/**
* Reset for each "redraw". When rendering using ogl render,
* we accumulate the redraw inside the drawing loop in eevee_draw_scene().
- **/
+ */
if (DRW_state_is_opengl_render()) {
effects->taa_render_sample = 1;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
index f52acaf6f7f..300477570d0 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
@@ -73,7 +73,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* identical or both have opposite signs relative to
* offset. If the offset coordinate is zero then
* velocity is irrelevant.
- **/
+ */
vec2 point = sign(offset * velocity);
float dist = (point.x + point.y);
@@ -96,7 +96,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* |____|____|____|
* | | | |
* |____|____|____|
- **/
+ */
return (abs(dist) == displacement);
}
@@ -114,7 +114,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity)
* |___/|////|____|
* | //|////| | <--- This tile can't possibly be affected by the center one
* |_///|///_|____|
- **/
+ */
void main()
{
vec4 max_motion = vec4(0.0);
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 18ca2e4ccc9..28c322b5e08 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -175,7 +175,7 @@ static MaterialGPencilStyle *gpencil_viewport_material_overrides(GPENCIL_Private
* Creates a linked list of material pool containing all materials assigned for a given object.
* We merge the material pools together if object does not contain a huge amount of materials.
* Also return an offset to the first material of the object in the ubo.
- **/
+ */
GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Object *ob, int *ofs)
{
GPENCIL_MaterialPool *matpool = pd->last_material_pool;
@@ -424,7 +424,7 @@ void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
/**
* Creates a single pool containing all lights assigned (light linked) for a given object.
- **/
+ */
GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *UNUSED(ob))
{
GPENCIL_LightPool *lightpool = pd->last_light_pool;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index 45b2b92a09b..189ed91cbb4 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -128,7 +128,7 @@ void blend_mode_output(
* rtn = 1 - 2 (1 - dst * (1 - src) - src);
* rtn = 1 - 2 + dst * (2 - 2 * src) + 2 * src;
* rtn = (- 1 + 2 * src) + dst * (2 - 2 * src);
- **/
+ */
color = mix(vec4(0.5), color, color.a * opacity);
vec4 s = step(-0.5, -color);
frag_revealage = frag_color = 2.0 * s + 2.0 * color * (1.0 - s * 2.0);
@@ -363,7 +363,7 @@ void color_output(vec4 stroke_col, vec4 vert_col, float vert_strength, float mix
* finalColorAdd is how much of the mixed color to add.
* Note that we never add alpha. This is to keep the texture act as a stencil.
* We do however, modulate the alpha (reduce it).
- **/
+ */
/* We add the mixed color. This is 100% mix (no texture visible). */
finalColorMul = vec4(mixed_col.aaa, mixed_col.a);
finalColorAdd = vec4(mixed_col.rgb * mixed_col.a, 0.0);
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 4df2ba1e913..0b4862ecb8d 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -480,7 +480,7 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
- **/
+ */
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 4f4e03938c0..295b0ed5e80 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -429,7 +429,7 @@ struct DRWView {
* We lose a bit of memory by allocating more than what we need
* but it's counterbalanced by not needing the linked-list pointers
* for each item.
- **/
+ */
typedef struct DRWUniformChunk {
struct DRWUniformChunk *next; /* single-linked list */
@@ -480,7 +480,7 @@ typedef struct DRWDebugSphere {
/* ------------- DRAW MANAGER ------------ */
-#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
+#define DST_MAX_SLOTS 64 /* Cannot be changed without modifying RST.bound_tex_slots */
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
#define STENCIL_UNDEFINED 256
#define DRW_DRAWLIST_LEN 256
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index f1d3f8c8d5a..8f21e9fa5ca 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -514,10 +514,10 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob)
drw_call_calc_orco(ob, ob_infos->orcotexfac);
/* Random float value. */
uint random = (DST.dupli_source) ?
- DST.dupli_source->random_id :
- /* TODO(fclem): this is rather costly to do at runtime. Maybe we can
- * put it in ob->runtime and make depsgraph ensure it is up to date. */
- BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
+ DST.dupli_source->random_id :
+ /* TODO(fclem): this is rather costly to do at runtime. Maybe we can
+ * put it in ob->runtime and make depsgraph ensure it is up to date. */
+ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF);
/* Object State. */
ob_infos->ob_flag = 1.0f; /* Required to have a correct sign */
@@ -1773,7 +1773,7 @@ DRWView *DRW_view_create_sub(const DRWView *parent_view,
* DRWView Update:
* This is meant to be done on existing views when rendering in a loop and there is no
* need to allocate more DRWViews.
- **/
+ */
/* Update matrices of a view created with DRW_view_create_sub. */
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4])
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 749e9e6bafb..5f7aa28c3c9 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -266,7 +266,7 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
* stencil_value being the value stored in the stencil buffer.
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
- **/
+ */
GPU_stencil_write_mask_set(write_mask);
GPU_stencil_reference_set(reference);
GPU_stencil_compare_mask_set(compare_mask);
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index ff085094a18..0f2782fc2b2 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -183,7 +183,7 @@ uniform mat4 ModelMatrixInverse;
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
- **/
+ */
#define NormalMatrix transpose(mat3(ModelMatrixInverse))
#define NormalMatrixInverse transpose(mat3(ModelMatrix))
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 67d7fed88ed..d6e1a0c833b 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -1256,7 +1256,7 @@ void ED_sequencer_special_preview_clear(void)
*
* TODO: do not rely on such hack and just update the \a ibuf outside of
* the UI drawing code.
- **/
+ */
ImBuf *sequencer_ibuf_get(struct Main *bmain,
ARegion *region,
struct Depsgraph *depsgraph,
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 6f183cd344c..85981ac8043 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -76,7 +76,7 @@ extern "C" {
* IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only
* the common and "public" part of the struct. Use the provided allocator.
* TODO(fclem): Make the content of this struct hidden and expose getters/setters.
- **/
+ */
typedef struct GPUBatch {
/** verts[0] is required, others can be NULL */
GPUVertBuf *verts[GPU_BATCH_VBO_MAX_LEN];
diff --git a/source/blender/gpu/GPU_primitive.h b/source/blender/gpu/GPU_primitive.h
index 781a10f3636..b1d70326b45 100644
--- a/source/blender/gpu/GPU_primitive.h
+++ b/source/blender/gpu/GPU_primitive.h
@@ -60,7 +60,7 @@ typedef enum {
* TODO Improve error checking by validating that the shader is suited for this primitive type.
* GPUPrimClass GPU_primtype_class(GPUPrimType);
* bool GPU_primtype_belongs_to_class(GPUPrimType, GPUPrimClass);
- **/
+ */
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh
index c71670d4f1f..d0fbd1432b3 100644
--- a/source/blender/gpu/intern/gpu_batch_private.hh
+++ b/source/blender/gpu/intern/gpu_batch_private.hh
@@ -37,8 +37,9 @@ namespace gpu {
/**
* Base class which is then specialized for each implementation (GL, VK, ...).
- * NOTE: Extends GPUBatch as we still needs to expose some of the internals to the outside C code.
- **/
+ *
+ * \note Extends #GPUBatch as we still needs to expose some of the internals to the outside C code.
+ */
class Batch : public GPUBatch {
public:
Batch(){};
diff --git a/source/blender/gpu/intern/gpu_capabilities_private.hh b/source/blender/gpu/intern/gpu_capabilities_private.hh
index abe5b706a7d..3c758c4ac4a 100644
--- a/source/blender/gpu/intern/gpu_capabilities_private.hh
+++ b/source/blender/gpu/intern/gpu_capabilities_private.hh
@@ -33,7 +33,7 @@ namespace blender::gpu {
* Only add workarounds here if they are common to all implementation or
* if you need access to it outside of the GPU module.
* Same goes for capabilities (i.e.: texture size)
- **/
+ */
struct GPUCapabilities {
int max_texture_size = 0;
int max_texture_layers = 0;
diff --git a/source/blender/gpu/intern/gpu_drawlist_private.hh b/source/blender/gpu/intern/gpu_drawlist_private.hh
index fd223c3f255..98603299d62 100644
--- a/source/blender/gpu/intern/gpu_drawlist_private.hh
+++ b/source/blender/gpu/intern/gpu_drawlist_private.hh
@@ -33,7 +33,7 @@ namespace gpu {
/**
* Implementation of Multi Draw Indirect.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class DrawList {
public:
virtual ~DrawList(){};
diff --git a/source/blender/gpu/intern/gpu_index_buffer_private.hh b/source/blender/gpu/intern/gpu_index_buffer_private.hh
index 9f1334aa4bc..7054360d07f 100644
--- a/source/blender/gpu/intern/gpu_index_buffer_private.hh
+++ b/source/blender/gpu/intern/gpu_index_buffer_private.hh
@@ -44,9 +44,9 @@ static inline size_t to_bytesize(GPUIndexBufType type)
/**
* Base class which is then specialized for each implementation (GL, VK, ...).
*
- * NOTE: IndexBuf does not hold any GPUPrimType. This is because it can be interpreted
- * differently by multiple batches.
- **/
+ * \note #IndexBuf does not hold any #GPUPrimType.
+ * This is because it can be interpreted differently by multiple batches.
+ */
class IndexBuf {
protected:
/** Type of indices used inside this buffer. */
diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh
index 622f1ebb782..62513ffb8a7 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.hh
+++ b/source/blender/gpu/intern/gpu_shader_interface.hh
@@ -48,7 +48,7 @@ typedef struct ShaderInput {
/**
* Implementation of Shader interface.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class ShaderInterface {
/* TODO(fclem): should be protected. */
public:
diff --git a/source/blender/gpu/intern/gpu_shader_private.hh b/source/blender/gpu/intern/gpu_shader_private.hh
index 3c29fdec36c..85427372559 100644
--- a/source/blender/gpu/intern/gpu_shader_private.hh
+++ b/source/blender/gpu/intern/gpu_shader_private.hh
@@ -32,7 +32,7 @@ namespace gpu {
/**
* Implementation of shader compilation and uniforms handling.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class Shader {
public:
/** Uniform & attribute locations for shader. */
diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh
index db1747127d4..cda1b591bb1 100644
--- a/source/blender/gpu/intern/gpu_state_private.hh
+++ b/source/blender/gpu/intern/gpu_state_private.hh
@@ -148,7 +148,7 @@ inline GPUStateMutable operator~(const GPUStateMutable &a)
/**
* State manager keeping track of the draw state and applying it before drawing.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class StateManager {
public:
GPUState state;
diff --git a/source/blender/gpu/intern/gpu_texture_private.hh b/source/blender/gpu/intern/gpu_texture_private.hh
index 250dee62f96..efa8be2a547 100644
--- a/source/blender/gpu/intern/gpu_texture_private.hh
+++ b/source/blender/gpu/intern/gpu_texture_private.hh
@@ -71,7 +71,7 @@ ENUM_OPERATORS(eGPUTextureType, GPU_TEXTURE_CUBE_ARRAY)
/**
* Implementation of Textures.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class Texture {
public:
/** Internal Sampler state. */
diff --git a/source/blender/gpu/intern/gpu_uniform_buffer_private.hh b/source/blender/gpu/intern/gpu_uniform_buffer_private.hh
index 18ea6d18caf..826bdd9f8d5 100644
--- a/source/blender/gpu/intern/gpu_uniform_buffer_private.hh
+++ b/source/blender/gpu/intern/gpu_uniform_buffer_private.hh
@@ -38,7 +38,7 @@ namespace gpu {
/**
* Implementation of Uniform Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class UniformBuf {
protected:
/** Data size in bytes. */
diff --git a/source/blender/gpu/intern/gpu_vertex_buffer_private.hh b/source/blender/gpu/intern/gpu_vertex_buffer_private.hh
index f3450d8e0f7..da8b02c5c66 100644
--- a/source/blender/gpu/intern/gpu_vertex_buffer_private.hh
+++ b/source/blender/gpu/intern/gpu_vertex_buffer_private.hh
@@ -32,7 +32,7 @@ namespace blender::gpu {
/**
* Implementation of Vertex Buffers.
* Base class which is then specialized for each implementation (GL, VK, ...).
- **/
+ */
class VertBuf {
public:
static size_t memory_usage;
diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc
index 89486b73b05..321d9552828 100644
--- a/source/blender/gpu/opengl/gl_batch.cc
+++ b/source/blender/gpu/opengl/gl_batch.cc
@@ -238,7 +238,7 @@ GLuint GLVaoCache::base_instance_vao_get(GPUBatch *batch, int i_first)
/**
* There seems to be a nasty bug when drawing using the same VAO reconfiguring (T71147).
* We just use a throwaway VAO for that. Note that this is likely to degrade performance.
- **/
+ */
#ifdef __APPLE__
glDeleteVertexArrays(1, &vao_base_instance_);
vao_base_instance_ = 0;
diff --git a/source/blender/gpu/opengl/gl_drawlist.hh b/source/blender/gpu/opengl/gl_drawlist.hh
index 5c1e698c0a1..db4b9c03c3c 100644
--- a/source/blender/gpu/opengl/gl_drawlist.hh
+++ b/source/blender/gpu/opengl/gl_drawlist.hh
@@ -41,7 +41,7 @@ namespace gpu {
/**
* Implementation of Multi Draw Indirect using OpenGL.
- **/
+ */
class GLDrawList : public DrawList {
public:
GLDrawList(int length);
diff --git a/source/blender/gpu/opengl/gl_framebuffer.hh b/source/blender/gpu/opengl/gl_framebuffer.hh
index 1de366fc844..95e67f5973c 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.hh
+++ b/source/blender/gpu/opengl/gl_framebuffer.hh
@@ -37,7 +37,7 @@ class GLStateManager;
/**
* Implementation of FrameBuffer object using OpenGL.
- **/
+ */
class GLFrameBuffer : public FrameBuffer {
/* For debugging purpose. */
friend class GLTexture;
@@ -61,7 +61,7 @@ class GLFrameBuffer : public FrameBuffer {
public:
/**
* Create a conventional framebuffer to attach texture to.
- **/
+ */
GLFrameBuffer(const char *name);
/**
@@ -72,7 +72,7 @@ class GLFrameBuffer : public FrameBuffer {
* \param fbo: The (optional) already created object for some implementation. Default is 0.
* \param w: Buffer width.
* \param h: Buffer height.
- **/
+ */
GLFrameBuffer(const char *name, GLContext *ctx, GLenum target, GLuint fbo, int w, int h);
~GLFrameBuffer();
diff --git a/source/blender/gpu/opengl/gl_shader.hh b/source/blender/gpu/opengl/gl_shader.hh
index befb2bce8b0..152eb2f068a 100644
--- a/source/blender/gpu/opengl/gl_shader.hh
+++ b/source/blender/gpu/opengl/gl_shader.hh
@@ -34,7 +34,7 @@ namespace gpu {
/**
* Implementation of shader compilation and uniforms handling using OpenGL.
- **/
+ */
class GLShader : public Shader {
private:
/** Handle for full program (links shader stages below). */
diff --git a/source/blender/gpu/opengl/gl_shader_interface.hh b/source/blender/gpu/opengl/gl_shader_interface.hh
index 8cac84a5990..89a5b631047 100644
--- a/source/blender/gpu/opengl/gl_shader_interface.hh
+++ b/source/blender/gpu/opengl/gl_shader_interface.hh
@@ -42,7 +42,7 @@ class GLVaoCache;
/**
* Implementation of Shader interface using OpenGL.
- **/
+ */
class GLShaderInterface : public ShaderInterface {
private:
/** Reference to VaoCaches using this interface */
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc
index c5b5dd3efd2..b837eae4871 100644
--- a/source/blender/gpu/opengl/gl_state.cc
+++ b/source/blender/gpu/opengl/gl_state.cc
@@ -358,7 +358,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
* DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
- **/
+ */
GLenum src_rgb, src_alpha, dst_rgb, dst_alpha;
switch (value) {
default:
diff --git a/source/blender/gpu/opengl/gl_state.hh b/source/blender/gpu/opengl/gl_state.hh
index cab654006c6..643e46acc2d 100644
--- a/source/blender/gpu/opengl/gl_state.hh
+++ b/source/blender/gpu/opengl/gl_state.hh
@@ -39,7 +39,7 @@ class GLTexture;
/**
* State manager keeping track of the draw state and applying it before drawing.
* Opengl Implementation.
- **/
+ */
class GLStateManager : public StateManager {
public:
/** Anothter reference to the active framebuffer. */
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc
index 4f990b77bd0..2e8d9dd6e1c 100644
--- a/source/blender/gpu/opengl/gl_texture.cc
+++ b/source/blender/gpu/opengl/gl_texture.cc
@@ -489,7 +489,7 @@ void GLTexture::samplers_init()
* - GL_TEXTURE_MIN_LOD is -1000.
* - GL_TEXTURE_MAX_LOD is 1000.
* - GL_TEXTURE_LOD_BIAS is 0.0f.
- **/
+ */
char sampler_name[128] = "\0\0";
SNPRINTF(sampler_name,
diff --git a/source/blender/gpu/opengl/gl_uniform_buffer.hh b/source/blender/gpu/opengl/gl_uniform_buffer.hh
index 8cd2ab91be9..6cc525a2b7a 100644
--- a/source/blender/gpu/opengl/gl_uniform_buffer.hh
+++ b/source/blender/gpu/opengl/gl_uniform_buffer.hh
@@ -34,7 +34,7 @@ namespace gpu {
/**
* Implementation of Uniform Buffers using OpenGL.
- **/
+ */
class GLUniformBuf : public UniformBuf {
private:
/** Slot to which this UBO is currently bound. -1 if not bound. */
diff --git a/source/blender/imbuf/intern/util_gpu.c b/source/blender/imbuf/intern/util_gpu.c
index 3dd7e52a638..fc89de476a1 100644
--- a/source/blender/imbuf/intern/util_gpu.c
+++ b/source/blender/imbuf/intern/util_gpu.c
@@ -86,8 +86,8 @@ static bool IMB_gpu_get_compressed_format(const ImBuf *ibuf, eGPUTextureFormat *
/**
* Apply colormanagement and scale buffer if needed.
- * *r_freedata is set to true if the returned buffer need to be manually freed.
- **/
+ * `*r_freedata` is set to true if the returned buffer need to be manually freed.
+ */
static void *imb_gpu_get_data(const ImBuf *ibuf,
const bool do_rescale,
const int rescale_size[2],
diff --git a/source/blender/nodes/geometry/nodes/node_geo_point_distribute_poisson_disk.cc b/source/blender/nodes/geometry/nodes/node_geo_point_distribute_poisson_disk.cc
index 3f70ef829e6..9f49fe3f5f4 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_point_distribute_poisson_disk.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_point_distribute_poisson_disk.cc
@@ -96,7 +96,7 @@ static float point_weight_influence_get(const float maximum_distance,
*
* For each index in the weight array add a weight based on the proximity the
* corresponding point has with its neighbors.
- **/
+ */
static void points_distance_weight_calculate(Vector<float> *weights,
const size_t point_id,
const float3 *input_points,