From 1b575cbb75c3cfd402374a876c2e900f31dda791 Mon Sep 17 00:00:00 2001 From: Aaron Carlisle Date: Sun, 11 Oct 2020 18:19:42 -0400 Subject: Cleanup: Pydoc strings --- source/blender/python/gpu/gpu_py_batch.c | 4 +- source/blender/python/gpu/gpu_py_offscreen.c | 4 +- source/blender/python/gpu/gpu_py_shader.c | 66 +++++++++++------------- source/blender/python/gpu/gpu_py_vertex_format.c | 11 ++-- 4 files changed, 40 insertions(+), 45 deletions(-) (limited to 'source/blender') diff --git a/source/blender/python/gpu/gpu_py_batch.c b/source/blender/python/gpu/gpu_py_batch.c index 60b78b51890..81d1cb7055d 100644 --- a/source/blender/python/gpu/gpu_py_batch.c +++ b/source/blender/python/gpu/gpu_py_batch.c @@ -172,8 +172,8 @@ PyDoc_STRVAR( "\n" " Assign a shader to this batch that will be used for drawing when not overwritten later.\n" " Note: This method has to be called in the draw context that the batch will be drawn in.\n" - " This function does not need to be called when you always set the shader when calling " - "`batch.draw`.\n" + " This function does not need to be called when you always\n" + " set the shader when calling :meth:`gpu.types.GPUBatch.draw`.\n" "\n" " :param program: The program/shader the batch will use in future draw calls.\n" " :type program: :class:`gpu.types.GPUShader`\n"); diff --git a/source/blender/python/gpu/gpu_py_offscreen.c b/source/blender/python/gpu/gpu_py_offscreen.c index 31440dadd03..d6548834f2d 100644 --- a/source/blender/python/gpu/gpu_py_offscreen.c +++ b/source/blender/python/gpu/gpu_py_offscreen.c @@ -140,8 +140,8 @@ PyDoc_STRVAR( ".. method:: bind(save=True)\n" "\n" " Bind the offscreen object.\n" - " To make sure that the offscreen gets unbind whether an exception occurs or not, pack it " - "into a `with` statement.\n" + " To make sure that the offscreen gets unbind whether an exception occurs or not,\n" + " pack it into a `with` statement.\n" "\n" " :arg save: Save the current OpenGL state, so that it can be restored when unbinding.\n" " :type save: `bool`\n"); diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c index 55753e91f14..7734c80abc4 100644 --- a/source/blender/python/gpu/gpu_py_shader.c +++ b/source/blender/python/gpu/gpu_py_shader.c @@ -231,15 +231,13 @@ PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc, " :type location: int\n" " :param buffer: The data that should be set. Can support the buffer protocol.\n" " :type buffer: sequence of floats\n" - " :param length: Size of the uniform data type:\n" - "\n" + " :param length: Size of the uniform data type:\n\n" " - 1: float\n" " - 2: vec2 or float[2]\n" " - 3: vec3 or float[3]\n" " - 4: vec4 or float[4]\n" " - 9: mat3\n" " - 16: mat4\n" - "\n" " :type length: int\n" " :param count: Specifies the number of elements, vector or matrices that are to " "be modified.\n" @@ -597,22 +595,20 @@ PyDoc_STRVAR( " GPUShader combines multiple GLSL shaders into a program used for drawing.\n" " It must contain a vertex and fragment shaders, with an optional geometry shader.\n" "\n" - " The GLSL #version directive is automatically included at the top of shaders, and set to " - "330.\n" - " Some preprocessor directives are automatically added according to the Operating System or " - "availability:\n" - " ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n" + " The GLSL ``#version`` directive is automatically included at the top of shaders,\n" + " and set to 330. Some preprocessor directives are automatically added according to\n" + " the Operating System or availability: ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n" "\n" " The following extensions are enabled by default if supported by the GPU:\n" - " ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and " - "``GL_ARB_shader_draw_parameters``.\n" + " ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array``\n" + " and ``GL_ARB_shader_draw_parameters``.\n" "\n" - " To debug shaders, use the ``--debug-gpu-shaders`` command line option " - "to see full GLSL shader compilation and linking errors.\n" + " To debug shaders, use the ``--debug-gpu-shaders`` command line option\n" + " to see full GLSL shader compilation and linking errors.\n" "\n" - " For drawing user interface elements and gizmos, use " - "``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` " - "to transform the output sRGB colors to the frame-buffer color-space." + " For drawing user interface elements and gizmos, use\n" + " ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n" + " to transform the output sRGB colors to the frame-buffer color-space.\n" "\n" " :param vertexcode: Vertex shader code.\n" " :type vertexcode: str\n" @@ -655,19 +651,19 @@ PyDoc_STRVAR(bpygpu_shader_from_builtin_doc, ".. function:: from_builtin(shader_name)\n" "\n" " Shaders that are embedded in the blender internal code.\n" - " They all read the uniform 'mat4 ModelViewProjectionMatrix', which can be edited " - "by the 'gpu.matrix' module.\n" - " For more details, you can check the shader code with the function " - "'gpu.shader.code_from_builtin';\n" + " They all read the uniform ``mat4 ModelViewProjectionMatrix``,\n" + " which can be edited by the :mod:`gpu.matrix` module.\n" + " For more details, you can check the shader code with the\n" + " :func:`gpu.shader.code_from_builtin` function.\n" "\n" - " :param shader_name: One of these builtin shader names: {\n" - " '2D_UNIFORM_COLOR',\n" - " '2D_FLAT_COLOR',\n" - " '2D_SMOOTH_COLOR',\n" - " '2D_IMAGE',\n" - " '3D_UNIFORM_COLOR',\n" - " '3D_FLAT_COLOR',\n" - " '3D_SMOOTH_COLOR'}\n" + " :param shader_name: One of these builtin shader names:\n\n" + " - ``2D_UNIFORM_COLOR``\n" + " - ``2D_FLAT_COLOR``\n" + " - ``2D_SMOOTH_COLOR``\n" + " - ``2D_IMAGE``\n" + " - ``3D_UNIFORM_COLOR``\n" + " - ``3D_FLAT_COLOR``\n" + " - ``3D_SMOOTH_COLOR``\n" " :type shader_name: str\n" " :return: Shader object corresponding to the given name.\n" " :rtype: :class:`bpy.types.GPUShader`\n"); @@ -691,14 +687,14 @@ PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc, "\n" " Exposes the internal shader code for query.\n" "\n" - " :param shader_name: One of these builtin shader names: {\n" - " '2D_UNIFORM_COLOR',\n" - " '2D_FLAT_COLOR',\n" - " '2D_SMOOTH_COLOR',\n" - " '2D_IMAGE',\n" - " '3D_UNIFORM_COLOR',\n" - " '3D_FLAT_COLOR',\n" - " '3D_SMOOTH_COLOR'}\n" + " :param shader_name: One of these builtin shader names:\n\n" + " - ``2D_UNIFORM_COLOR``\n" + " - ``2D_FLAT_COLOR``\n" + " - ``2D_SMOOTH_COLOR``\n" + " - ``2D_IMAGE``\n" + " - ``3D_UNIFORM_COLOR``\n" + " - ``3D_FLAT_COLOR``\n" + " - ``3D_SMOOTH_COLOR``\n" " :type shader_name: str\n" " :return: Vertex, fragment and geometry shader codes.\n" " :rtype: dict\n"); diff --git a/source/blender/python/gpu/gpu_py_vertex_format.c b/source/blender/python/gpu/gpu_py_vertex_format.c index 1cbcaba6bfb..2d45eadcfe3 100644 --- a/source/blender/python/gpu/gpu_py_vertex_format.c +++ b/source/blender/python/gpu/gpu_py_vertex_format.c @@ -168,14 +168,13 @@ PyDoc_STRVAR( " :param comp_type: The data type that will be used store the value in memory.\n" " Possible values are `I8`, `U8`, `I16`, `U16`, `I32`, `U32`, `F32` and `I10`.\n" " :type comp_type: `str`\n" - " :param len: How many individual values the attribute consists of (e.g. 2 for uv " - "coordinates).\n" + " :param len: How many individual values the attribute consists of\n" + " (e.g. 2 for uv coordinates).\n" " :type len: int\n" " :param fetch_mode: How values from memory will be converted when used in the shader.\n" - " This is mainly useful for memory optimizations when you want to store values with " - "reduced precision.\n" - " E.g. you can store a float in only 1 byte but it will be converted to a normal 4 byte " - "float when used.\n" + " This is mainly useful for memory optimizations when you want to store values with\n" + " reduced precision. E.g. you can store a float in only 1 byte but it will be\n" + " converted to a normal 4 byte float when used.\n" " Possible values are `FLOAT`, `INT`, `INT_TO_FLOAT_UNIT` and `INT_TO_FLOAT`.\n" " :type fetch_mode: `str`\n"); static PyObject *bpygpu_VertFormat_attr_add(BPyGPUVertFormat *self, PyObject *args, PyObject *kwds) -- cgit v1.2.3