From c5862e0a06b75767fd863673c54aab54f27d1872 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 22 Apr 2019 01:45:43 +1000 Subject: Cleanup: comments (long lines) in gpu --- source/blender/gpu/intern/gpu_attr_binding.c | 3 ++- source/blender/gpu/intern/gpu_batch.c | 3 ++- source/blender/gpu/intern/gpu_codegen.c | 3 ++- source/blender/gpu/intern/gpu_framebuffer.c | 3 ++- source/blender/gpu/intern/gpu_immediate.c | 4 +++- source/blender/gpu/intern/gpu_select.c | 6 ++++-- source/blender/gpu/intern/gpu_select_pick.c | 3 ++- source/blender/gpu/intern/gpu_shader.c | 11 ++++++----- source/blender/gpu/intern/gpu_texture.c | 7 ++++--- source/blender/gpu/intern/gpu_viewport.c | 3 ++- 10 files changed, 29 insertions(+), 17 deletions(-) (limited to 'source/blender/gpu/intern') diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c index 6cd350df505..e280b77f661 100644 --- a/source/blender/gpu/intern/gpu_attr_binding.c +++ b/source/blender/gpu/intern/gpu_attr_binding.c @@ -73,7 +73,8 @@ void get_attr_locations(const GPUVertFormat *format, const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, a->name[n_idx]); #if TRUST_NO_ONE assert(input != NULL); - /* TODO: make this a recoverable runtime error? indicates mismatch between vertex format and program */ + /* TODO: make this a recoverable runtime error? + * indicates mismatch between vertex format and program. */ #endif write_attr_location(binding, a_idx, input->location); } diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 636a48c1623..4f5215ce9e6 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -420,7 +420,8 @@ static void batch_update_program_bindings(GPUBatch *batch, uint v_first) void GPU_batch_program_use_begin(GPUBatch *batch) { /* NOTE: use_program & done_using_program are fragile, depend on staying in sync with - * the GL context's active program. use_program doesn't mark other programs as "not used". */ + * the GL context's active program. + * use_program doesn't mark other programs as "not used". */ /* TODO: make not fragile (somehow) */ if (!batch->program_in_use) { diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 242544ec07f..43211fe0969 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -824,7 +824,8 @@ static char *code_generate_fragment(GPUMaterial *material, BLI_dynstr_append(ds, "}\n"); - /* XXX This cannot go into gpu_shader_material.glsl because main() would be parsed and generate error */ + /* XXX This cannot go into gpu_shader_material.glsl because main() + * would be parsed and generate error */ /* Old glsl mode compat. */ BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n"); BLI_dynstr_append(ds, "out vec4 fragColor;\n"); diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c index dbe1d2c8d69..a77f9ca5f11 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.c +++ b/source/blender/gpu/intern/gpu_framebuffer.c @@ -717,7 +717,8 @@ void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, /** * 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. + * 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, diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index 3c8b76dd36c..11c4cfba8df 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -634,7 +634,9 @@ static void immEndVertex(void) /* and move on to the next vertex */ if ((imm.unassigned_attr_bits >> a_idx) & 1) { const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx]; - /* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */ +#if 0 + printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); +#endif GLubyte *data = imm.vertex_data + a->offset; memcpy(data, data - imm.vertex_format.stride, a->sz); diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c index 4cfedc0708b..4268af2198d 100644 --- a/source/blender/gpu/intern/gpu_select.c +++ b/source/blender/gpu/intern/gpu_select.c @@ -69,7 +69,8 @@ static GPUSelectState g_select_state = {0}; void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, int oldhits) { if (mode == GPU_SELECT_NEAREST_SECOND_PASS) { - /* In the case hits was '-1', don't start the second pass since it's not going to give useful results. + /* In the case hits was '-1', + * don't start the second pass since it's not going to give useful results. * As well as buffer overflow in 'gpu_select_query_load_id'. */ BLI_assert(oldhits != -1); } @@ -99,7 +100,8 @@ void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, } /** - * loads a new selection id and ends previous query, if any. In second pass of selection it also returns + * loads a new selection id and ends previous query, if any. + * In second pass of selection it also returns * if id has been hit on the first pass already. * Thus we can skip drawing un-hit objects. * diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c index 253c8703234..6c3e05912b0 100644 --- a/source/blender/gpu/intern/gpu_select_pick.c +++ b/source/blender/gpu/intern/gpu_select_pick.c @@ -318,7 +318,8 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c if (mode == GPU_SELECT_PICK_ALL) { /* Note that other depth settings (such as #GL_LEQUAL) work too, * since the depth is always cleared. - * Noting this for cases when depth picking is used where drawing calls change depth settings. */ + * Noting this for cases when depth picking is used where + * drawing calls change depth settings. */ glDepthFunc(GL_ALWAYS); } else { diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index dd8035e2618..5fe23824ce2 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -557,10 +557,10 @@ static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_i * Example: * \code{.c} * sh = GPU_shader_create_from_arrays({ - * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL}, - * .geom = (const char *[]){shader_geom_glsl, NULL}, - * .frag = (const char *[]){shader_frag_glsl, NULL}, - * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL}, + * .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL}, + * .geom = (const char *[]){shader_geom_glsl, NULL}, + * .frag = (const char *[]){shader_frag_glsl, NULL}, + * .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL}, * }); * \endcode */ @@ -1297,7 +1297,8 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader, } } else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) { - /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */ + /* Dashed need geometry shader, which are not supported by legacy OpenGL, + * fallback to solid lines. */ /* TODO: remove after switch to core profile (maybe) */ if (!GLEW_VERSION_3_2) { stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl; diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index afe5e381334..e1a4357467c 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -43,8 +43,8 @@ #include "gpu_context_private.h" static struct GPUTextureGlobal { - GPUTexture * - invalid_tex_1D; /* texture used in place of invalid textures (not loaded correctly, missing) */ + /** Texture used in place of invalid textures (not loaded correctly, missing). */ + GPUTexture *invalid_tex_1D; GPUTexture *invalid_tex_2D; GPUTexture *invalid_tex_3D; } GG = {NULL, NULL, NULL}; @@ -1598,7 +1598,8 @@ void GPU_texture_generate_mipmap(GPUTexture *tex) if (GPU_texture_depth(tex)) { /* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789). * In this case we just create a complete texture with mipmaps manually without downsampling. - * You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */ + * You must initialize the texture levels using other methods like + * GPU_framebuffer_recursive_downsample(). */ int levels = 1 + floor(log2(max_ii(tex->w, tex->h))); eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format); for (int i = 1; i < levels; ++i) { diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 74c2959ee00..b57be9fdf37 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -265,7 +265,8 @@ void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]) /** * Special case, this is needed for when we have a viewport without a frame-buffer output - * (occlusion queries for eg) but still need to set the size since it may be used for other calculations. + * (occlusion queries for eg) + * but still need to set the size since it may be used for other calculations. */ void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]) { -- cgit v1.2.3