doxygen: add newline after \file

While \file doesn't need an argument, it can't have another doxy
command after it.
This commit is contained in:
2019-02-18 08:08:12 +11:00
parent 3316853323
commit de13d0a80c
2994 changed files with 6288 additions and 3339 deletions

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Eevee's bloom shader.
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* All specific data handler for Objects, Lights, ViewLayers, ...
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Depth of field post process effect.
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup DNA
/** \file
* \ingroup DNA
*/
#ifndef __EEVEE_ENGINE_H__

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Eevee's indirect lighting cache.
*/

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@@ -16,7 +16,8 @@
* Copyright 2018, Blender Foundation.
*/
/** \file \ingroup eevee
/** \file
* \ingroup eevee
*/
#ifndef __EEVEE_LIGHTCACHE_H__

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup DNA
/** \file
* \ingroup DNA
*/
#include "DRW_render.h"

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"

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@@ -17,7 +17,8 @@
* All rights reserved.
*/
/** \file \ingroup gpu
/** \file
* \ingroup gpu
*/
#ifndef __EEVEE_LUT_H__

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Implementation of Blender Mist pass.
* IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Implementation of the screen space Ground Truth Ambient Occlusion.
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup DNA
/** \file
* \ingroup DNA
*/
#ifndef __EEVEE_PRIVATE_H__

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
/**

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Screen space reflections and refractions techniques.
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Screen space subsurface scattering technique.
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Temporal super sampling technique
*/

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@@ -16,7 +16,8 @@
* Copyright 2016, Blender Foundation.
*/
/** \file \ingroup draw_engine
/** \file
* \ingroup draw_engine
*
* Volumetric effects rendering using frostbite approach.
*/