Cleanup: docy comments beginning with '/**' don't end with '**/'

This commit is contained in:
Campbell Barton 2021-01-04 12:00:18 +11:00
parent 9b10b3930b
commit 54f89e8704
34 changed files with 50 additions and 49 deletions

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@ -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;

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@ -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;
}

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@ -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);

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@ -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;

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@ -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);

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@ -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,

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@ -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

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@ -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])

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@ -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);

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@ -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))

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@ -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,

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@ -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];

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@ -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
}

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@ -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(){};

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@ -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;

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@ -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(){};

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@ -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. */

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@ -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:

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@ -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. */

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@ -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;

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@ -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. */

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@ -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. */

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@ -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;

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@ -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;

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@ -41,7 +41,7 @@ namespace gpu {
/**
* Implementation of Multi Draw Indirect using OpenGL.
**/
*/
class GLDrawList : public DrawList {
public:
GLDrawList(int length);

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@ -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();

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@ -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). */

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@ -42,7 +42,7 @@ class GLVaoCache;
/**
* Implementation of Shader interface using OpenGL.
**/
*/
class GLShaderInterface : public ShaderInterface {
private:
/** Reference to VaoCaches using this interface */

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@ -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:

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@ -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. */

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@ -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,

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@ -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. */

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@ -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],

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@ -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,