Cleanup: comment blocks

This commit is contained in:
2019-03-19 15:17:46 +11:00
parent 5ef4b0438c
commit e7fd6c8f30
80 changed files with 198 additions and 213 deletions

View File

@@ -71,7 +71,7 @@
* \ingroup audaspace
*/
/** \defgroup audsrc Audaspace SRC
*
* \ingroup audaspace
*/
/** \defgroup audffmpeg Audaspace FFMpeg
@@ -91,4 +91,3 @@
* \ingroup intern GUI
* \ref GHOSTPage
*/

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@@ -118,7 +118,7 @@ public:
return m_stereoVisual;
}
/** Number of samples used in anti-aliasing, set to 0 if no AA **/
/** Number of samples used in anti-aliasing, set to 0 if no AA */
inline GHOST_TUns16 getNumOfAASamples() const {
return m_numOfAASamples;
}

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@@ -277,7 +277,7 @@ extern "C" int GHOST_HACK_getFirstFile(char buf[FIRSTFILEBUFLG])
/**
* CocoaAppDelegate
* ObjC object to capture applicationShouldTerminate, and send quit event
**/
*/
@interface CocoaAppDelegate : NSObject <NSApplicationDelegate> {
GHOST_SystemCocoa *systemCocoa;

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@@ -382,7 +382,7 @@ protected:
/** Console status */
int m_consoleStatus;
/** Wheel delta accumulator **/
/** Wheel delta accumulator */
int m_wheelDeltaAccum;
};

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@@ -24,9 +24,6 @@
/**
* Copyright (C) 2001 NaN Technologies B.V.
*
* \page IK - Blender inverse kinematics module.
*
* \section about About the IK module
@@ -162,4 +159,3 @@ int IK_Solve(IK_Solver *solver, float tolerance, int max_iterations);
#endif
#endif // __IK_SOLVER_H__

View File

@@ -21,14 +21,6 @@
* \ingroup string
*/
/**
* Copyright (C) 2001 NaN Technologies B.V.
* This file was formerly known as: GEN_StdString.h.
* @date April, 25, 2001
*/
#ifndef __STR_STRING_H__
#define __STR_STRING_H__

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@@ -79,7 +79,7 @@ static SpinLock ft_lib_mutex;
* Since most of the Text elems are not covered by other UI elements, we can
* group some strings together and render them in one drawcall. This behavior
* is on demand only, between BLF_batch_start() and BLF_batch_end().
**/
*/
static void blf_batch_draw_init(void)
{
GPUVertFormat format = {0};

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@@ -53,7 +53,7 @@ typedef struct {
DerivedMesh dm;
/* these point to data in the DerivedMesh custom data layers,
* they are only here for efficiency and convenience **/
* they are only here for efficiency and convenience */
MVert *mvert;
MEdge *medge;
MFace *mface;

View File

@@ -584,9 +584,8 @@ void cloth_free_modifier_extern(ClothModifierData *clmd )
******************************************************************************/
/**
* cloth_to_object - copies the deformed vertices to the object.
*
**/
* Copies the deformed vertices to the object.
*/
static void cloth_to_object (Object *ob, ClothModifierData *clmd, float (*vertexCos)[3])
{
unsigned int i = 0;
@@ -614,12 +613,11 @@ int cloth_uses_vgroup(ClothModifierData *clmd)
}
/**
* cloth_apply_vgroup - applies a vertex group as specified by type
*
**/
/* can be optimized to do all groups in one loop */
* Applies a vertex group as specified by type.
*/
static void cloth_apply_vgroup ( ClothModifierData *clmd, Mesh *mesh )
{
/* Can be optimized to do all groups in one loop. */
int i = 0;
int j = 0;
MDeformVert *dvert = NULL;

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@@ -618,7 +618,6 @@ int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *poin
efd->size = 0.0f;
/**/
ret = 1;
}
}

View File

@@ -76,7 +76,7 @@ typedef enum {
static void multires_mvert_to_ss(DerivedMesh *dm, MVert *mvert);
static void multiresModifier_disp_run(DerivedMesh *dm, Mesh *me, DerivedMesh *dm2, DispOp op, CCGElem **oldGridData, int totlvl);
/** Customdata **/
/** Customdata */
void multires_customdata_delete(Mesh *me)
{
@@ -102,7 +102,7 @@ void multires_customdata_delete(Mesh *me)
}
}
/** Grid hiding **/
/** Grid hiding */
static BLI_bitmap *multires_mdisps_upsample_hidden(
BLI_bitmap *lo_hidden,
int lo_level, int hi_level,

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@@ -68,7 +68,7 @@
* before being re-evaluated.
* For example, we need to call this before BKE_mesh_new_from_object(),
* in case we removed/added modifiers in the evaluated object.
**/
*/
void BKE_object_eval_reset(Object *ob_eval)
{
BKE_object_free_derived_caches(ob_eval);

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@@ -1863,7 +1863,6 @@ static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, floa
}
else {
/* TODO make this debug option */
/**/
CLOG_WARN(&LOG, "bodypoint <bpi> is not attached to spring <*bs>");
return;
}

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@@ -15,9 +15,8 @@
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* The Original Code is: some of this file.
*
* The Original Code is: some of this file.
* */
#ifndef __BLI_MATH_MATRIX_H__

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@@ -57,7 +57,7 @@ void *BLI_mempool_as_arrayN(BLI_mempool *pool, const char *allocstr) ATTR_
void BLI_mempool_set_memory_debug(void);
#endif
/** iteration stuff. note: this may easy to produce bugs with **/
/** iteration stuff. note: this may easy to produce bugs with */
/* private structure */
typedef struct BLI_mempool_iter {
BLI_mempool *pool;

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@@ -87,7 +87,7 @@ RNG_THREAD_ARRAY *BLI_rng_threaded_new(void);
void BLI_rng_threaded_free(struct RNG_THREAD_ARRAY *rngarr) ATTR_NONNULL(1);
int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread) ATTR_WARN_UNUSED_RESULT;
/** Low-discrepancy sequences **/
/* Low-discrepancy sequences. */
/** Return the _n_th number of the given low-discrepancy sequence. */
void BLI_halton_1D(unsigned int prime, double offset, int n, double *r);

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@@ -15,10 +15,9 @@
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* The Original Code is: some of this file.
*
* */
* The Original Code is: some of this file.
*/
/** \file
* \ingroup bli

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@@ -519,7 +519,7 @@ int BLI_str_utf8_size_safe(const char *p)
* instead.
*
* Return value: the resulting character
**/
*/
uint BLI_str_utf8_as_unicode(const char *p)
{
int i, len;
@@ -625,7 +625,7 @@ uint BLI_str_utf8_as_unicode_step(const char *__restrict p, size_t *__restrict i
* Converts a single character to UTF-8.
*
* \return number of bytes written
**/
*/
size_t BLI_str_utf8_from_unicode(uint c, char *outbuf)
{
/* If this gets modified, also update the copy in g_string_insert_unichar() */
@@ -684,7 +684,7 @@ size_t BLI_str_utf8_from_unicode(uint c, char *outbuf)
* it starts with an appropriate byte.
*
* Return value: a pointer to the found character or %NULL.
**/
*/
char *BLI_str_find_prev_char_utf8(const char *str, const char *p)
{
for (--p; p >= str; --p) {
@@ -709,7 +709,7 @@ char *BLI_str_find_prev_char_utf8(const char *str, const char *p)
* it starts with an appropriate byte.
*
* Return value: a pointer to the found character or %NULL
**/
*/
char *BLI_str_find_next_char_utf8(const char *p, const char *end)
{
if (*p) {
@@ -740,7 +740,7 @@ char *BLI_str_find_next_char_utf8(const char *p, const char *end)
* character of the string, you must use g_utf8_find_prev_char() instead.
*
* Return value: a pointer to the found character.
**/
*/
char *BLI_str_prev_char_utf8(const char *p)
{
while (1) {

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@@ -5664,14 +5664,15 @@ static double find_superellipse_chord_endpoint(double x0, double dtarget, float
return xnew;
}
/* This search procedure to find equidistant points (x,y) in the first
/**
* This search procedure to find equidistant points (x,y) in the first
* superellipse quadrant works for every superellipse exponent but is more
* expensive than known solutions for special cases.
* Call the point on superellipse that intersects x=y line mx.
* For r>=1 use only the range x in [0,mx] and mirror the rest along x=y line,
* for r<1 use only x in [mx,1]. Points are initially spaced and iteratively
* repositioned to have the same distance. */
* repositioned to have the same distance.
*/
static void find_even_superellipse_chords_general(int seg, float r, double *xvals, double *yvals)
{
const int smoothitermax = 10;
@@ -5770,13 +5771,14 @@ static void find_even_superellipse_chords_general(int seg, float r, double *xval
}
}
/* Find equidistant points (x0,y0), (x1,y1)... (xn,yn) on the superellipse
/**
* Find equidistant points (x0,y0), (x1,y1)... (xn,yn) on the superellipse
* function in the first quadrant. For special profiles (linear, arc,
* rectangle) the point can be calculated easily, for any other profile a more
* expensive search procedure must be used because there is no known closed
* form for equidistant parametrization
* xvals and yvals should be size n+1 */
* xvals and yvals should be size n+1
*/
static void find_even_superellipse_chords(int n, float r, double *xvals, double *yvals)
{
int i, n2;

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@@ -212,7 +212,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
* don't have a defined length. This function guesses reasonable
* tail locations for the affected bones (nodes which don't have any connected child)
* Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
**/
*/
void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
{
if (bone == NULL)
@@ -677,7 +677,7 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
* root - if this joint is the top joint in hierarchy, if a joint
* is a child of a node (not joint), root should be true since
* this is where we build armature bones from
**/
*/
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *parent)
{
root_joints.push_back(node);

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@@ -876,7 +876,7 @@ std::string *MeshImporter::get_geometry_name(const std::string &mesh_name)
* this function checks if both objects have the same
* materials assigned to Object (in the same order)
* returns true if condition matches, otherwise false;
**/
*/
static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
{
if (ob1->totcol != ob2->totcol) return false; // not same number of materials
@@ -897,7 +897,7 @@ static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
* and no material is assigned to Data.
* That is true right after the objects have been imported.
*
**/
*/
static void bc_copy_materials_to_data(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -910,7 +910,7 @@ static void bc_copy_materials_to_data(Object *ob, Mesh *me)
*
* Remove all references to materials from the object
*
**/
*/
static void bc_remove_materials_from_object(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -923,7 +923,7 @@ static void bc_remove_materials_from_object(Object *ob, Mesh *me)
* Returns the list of Users of the given Mesh object.
* Note: This function uses the object user flag to control
* which objects have already been processed.
**/
*/
std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
{
std::vector<Object *> mesh_users;
@@ -958,7 +958,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*
**/
*/
void MeshImporter::optimize_material_assignements()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();

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@@ -51,7 +51,6 @@ public:
void deinitExecution();
};
/**/
class OutputStereoOperation : public OutputSingleLayerOperation {
private:
char m_name[FILE_MAX];

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@@ -238,7 +238,7 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
* [Downsample] [Upsample]
* v |
* Color Downsampled [1/N] ─────────────────────────┘
**/
*/
DRWShadingGroup *grp;
const bool use_highres = true;
const bool use_antiflicker = true;

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@@ -194,7 +194,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
* - Shoot quads for every pixel and expand it depending on the CoC.
* Do one pass for near Dof and one pass for far Dof.
* - Finally composite the 2 blurred buffers with the original render.
**/
*/
DRWShadingGroup *grp;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
const bool use_alpha = !DRW_state_draw_background();

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@@ -465,7 +465,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
/**
* Simple downsampling algorithm. Reconstruct mip chain up to mip level.
**/
*/
void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -481,7 +481,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le
/**
* Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
**/
*/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;

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@@ -721,7 +721,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
* Point are distributed in a way that when they are orthogonaly
* projected into any plane, the resulting distribution is (close to)
* a uniform disc distribution.
**/
*/
static void sample_ball(int sample_ofs, float radius, float rsample[3])
{
double ht_point[3];

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@@ -354,7 +354,7 @@ static char *eevee_get_volume_defines(int options)
/**
* ssr_id can be null to disable ssr contribution.
**/
*/
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
int *ssr_id, float *refract_depth,
@@ -539,7 +539,7 @@ static void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float
* when Z = 1, and top-left corner if Z = 1.
* view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
* distance from the near plane to the far clip plane.
**/
*/
copy_v4_v4(r_viewvecs[0], view_vecs[0]);
/* we need to store the differences */
@@ -842,7 +842,7 @@ struct GPUMaterial *EEVEE_material_hair_get(
/**
* Create a default shading group inside the given pass.
**/
*/
static struct DRWShadingGroup *EEVEE_default_shading_group_create(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
@@ -871,7 +871,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
/**
* Create a default shading group inside the default pass without standard uniforms.
**/
*/
static struct DRWShadingGroup *EEVEE_default_shading_group_get(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
Object *ob, ParticleSystem *psys, ModifierData *md,
@@ -919,7 +919,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
/**
* Create a default shading group inside the lookdev pass without standard uniforms.
**/
*/
static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
bool use_ssr, int shadow_method)

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@@ -195,7 +195,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* - Then we use this angle to compute occlusion with the shading normal at
* the shading stage. This let us do correct shadowing for each diffuse / specular
* lobe present in the shader using the correct normal.
**/
*/
psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());

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@@ -378,7 +378,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* for "every" positions in the frustum. We only need to sample
* them and blend the scene color with those factors. This also
* work for alpha blended materials.
**/
*/
/* World pass is not additive as it also clear the buffer. */
psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);

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@@ -24,7 +24,7 @@
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
**/
*/
uniform sampler2D sourceBuffer; /* Buffer to filter */
uniform vec2 sourceBufferTexelSize;

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@@ -81,7 +81,7 @@ void main()
* | Origin \
* -1 0 --------------- 2
* -1 0 1 ex
**/
*/
gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
gl_Position.y = float(v_id % 2) * extend - 1.0;
gl_Position.z = 0.0;

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@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
**/
*/
uniform samplerCube source;
uniform float texelSize;

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@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
**/
*/
uniform sampler2D source;
uniform float fireflyFactor;

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@@ -1,7 +1,7 @@
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.
**/
*/
uniform float rotationOffset;

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@@ -2,7 +2,7 @@
* Shader that downsample depth buffer,
* saving min and max value of each texel in the above mipmaps.
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
**/
*/
#ifdef LAYERED
uniform sampler2DArray depthBuffer;

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@@ -1,6 +1,6 @@
/**
* Simple downsample shader. Takes the average of the 4 texels of lower mip.
**/
*/
uniform sampler2DArray source;
uniform float fireflyFactor;

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@@ -4,7 +4,7 @@
* Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
* ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016.
* Project page: https://eheitzresearch.wordpress.com/415-2/
**/
*/
#define USE_LTC
@@ -33,7 +33,7 @@ float diffuse_sphere_integral(float avg_dir_z, float form_factor)
* An extended version of the implementation from
* "How to solve a cubic equation, revisited"
* http://momentsingraphics.de/?p=105
**/
*/
vec3 solve_cubic(vec4 coefs)
{
/* Normalize the polynomial */

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@@ -19,7 +19,7 @@ void main()
* | \
* -1 0 --------------- 2
* -1 0 1 ex
**/
*/
vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
vPos.y = float(v_id % 2) * 4.0 - 1.0;
vPos.z = float(t_id);

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@@ -2,7 +2,7 @@
* Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois
* https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/
* Converted and adapted from HLSL to GLSL by Clément Foucault
**/
*/
uniform mat4 ProjectionMatrix;
uniform vec2 invertedViewportSize;
@@ -44,7 +44,7 @@ float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs.
/**
* ----------------- STEP 0 ------------------
* Custom Coc aware downsampling. Half res pass.
**/
*/
#ifdef PREPARE
layout(location = 0) out vec4 halfResColor;
@@ -91,7 +91,7 @@ void main()
/**
* ----------------- STEP 0.5 ------------------
* Custom Coc aware downsampling. Quater res pass.
**/
*/
#ifdef DOWNSAMPLE
layout(location = 0) out vec4 outColor;
@@ -135,7 +135,7 @@ void main()
/**
* ----------------- STEP 1 ------------------
* Flatten COC buffer using max filter.
**/
*/
#if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL)
layout(location = 0) out vec2 flattenedCoc;
@@ -170,7 +170,7 @@ void main()
/**
* ----------------- STEP 1.ax------------------
* Dilate COC buffer using min filter.
**/
*/
#if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL)
layout(location = 0) out vec2 dilatedCoc;
@@ -205,7 +205,7 @@ void main()
* ----------------- STEP 2 ------------------
* Blur vertically and diagonally.
* Outputs vertical blur and combined blur in MRT
**/
*/
#ifdef BLUR1
layout(location = 0) out vec4 blurColor;
@@ -290,7 +290,7 @@ void main()
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**/
*/
#ifdef BLUR2
out vec4 finalColor;
@@ -344,7 +344,7 @@ void main()
/**
* ----------------- STEP 4 ------------------
**/
*/
#ifdef RESOLVE
out vec4 finalColor;

View File

@@ -763,7 +763,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
* Similar to workbench forward. Duplicated code to avoid
* spaghetti with workbench forward. It would be great if we unify
* this in a clean way.
**/
*/
if (OIT_ENABLED(wpd)) {
const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;

View File

@@ -47,7 +47,7 @@ extern char datatoc_workbench_effect_dof_frag_glsl[];
/**
* Transform [-1..1] square to unit circle.
**/
*/
static void square_to_circle(float x, float y, float *r, float *T)
{
if (x > -y) {

View File

@@ -2009,7 +2009,7 @@ static const uint bone_octahedral_solid_tris[8][3] = {
* According to opengl specification it becomes (starting from
* the first vertex of the first face aka. vertex 2):
* {0, 12, 1, 10, 2, 3}
**/
*/
static const uint bone_octahedral_wire_lines_adjacency[12][4] = {
{ 0, 1, 2, 6}, { 0, 12, 1, 6}, { 0, 3, 12, 6}, { 0, 2, 3, 6},
{ 1, 6, 2, 3}, { 1, 12, 6, 3}, { 1, 0, 12, 3}, { 1, 2, 0, 3},
@@ -2161,7 +2161,7 @@ static const uint bone_box_solid_tris[12][3] = {
/**
* Store indices of generated verts from bone_box_solid_tris to define adjacency infos.
* See bone_octahedral_solid_tris for more infos.
**/
*/
static const uint bone_box_wire_lines_adjacency[12][4] = {
{ 4, 2, 0, 11}, { 0, 1, 2, 8}, { 2, 4, 1, 14}, { 1, 0, 4, 20}, /* bottom */
{ 0, 8, 11, 14}, { 2, 14, 8, 20}, { 1, 20, 14, 11}, { 4, 11, 20, 8}, /* top */

View File

@@ -4885,7 +4885,7 @@ void DRW_mesh_batch_cache_create_requested(
* TODO: The code and data structure is ready to support modified UV display
* but the selection code for UVs needs to support it first. So for now, only
* display the cage in all cases.
**/
*/
if (rdata && rdata->mapped.supported) {
rdata->mapped.use = false;
}

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@@ -246,7 +246,7 @@ void DRW_hair_update(void)
* readback the result to system memory and reupload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
**/
*/
if (g_tf_calls == NULL) {
return;

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@@ -24,10 +24,10 @@
* DRW Instance Data Manager
* This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation.
* This way we avoid feeding gawain each instance data one by one and unnecessary memcpy.
* Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size
* Since we loose which memory block was used each #DRWShadingGroup we need to redistribute them in the same order/size
* to avoid to realloc each frame.
* This is why DRWInstanceDatas are sorted in a list for each different data size.
**/
* This is why #DRWInstanceDatas are sorted in a list for each different data size.
*/
#include "draw_instance_data.h"
#include "DRW_engine.h"
@@ -94,15 +94,14 @@ static ListBase g_idatalists = {NULL, NULL};
* be static so that it's pointer never changes (because we are using
* this pointer as identifier [we don't want to check the full format
* that would be too slow]).
**/
*/
static void instance_batch_free(GPUBatch *batch, void *UNUSED(user_data))
{
if (batch->verts[0] == NULL) {
/** XXX This is a false positive case.
* The batch has been requested but not init yet
* and there is a chance that it might become init.
**/
*/
return;
}
/* Free all batches that have the same key before they are reused. */
@@ -313,7 +312,7 @@ static void DRW_instance_data_free(DRWInstanceData *idata)
/**
* Return a pointer to the next instance data space.
**/
*/
void *DRW_instance_data_next(DRWInstanceData *idata)
{
return BLI_mempool_alloc(idata->mempool);

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@@ -375,9 +375,11 @@ void DRW_transform_none(GPUTexture *tex)
/** \name Multisample Resolve
* \{ */
/* Use manual multisample resolve pass.
/**
* Use manual multisample resolve pass.
* Much quicker than blitting back and forth.
* Assume destination fb is bound*/
* Assume destination fb is bound.
*/
void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;

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@@ -83,7 +83,7 @@
* Data structure containing all drawcalls organized by passes and materials.
* DRWPass > DRWShadingGroup > DRWCall > DRWCallState
* > DRWUniform
**/
*/
/* Used by DRWCallState.flag */
enum {

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@@ -1217,7 +1217,7 @@ static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is useful for order dependent effect such as transparency.
**/
*/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{
float (*viewinv)[4];

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@@ -426,7 +426,7 @@ void DRW_state_invert_facing(void)
* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
* and if the shaders have support for it (see usage of gl_ClipDistance).
* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
**/
*/
void DRW_state_clip_planes_len_set(uint plane_len)
{
BLI_assert(plane_len <= MAX_CLIP_PLANES);

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@@ -3,13 +3,13 @@
* This is less bandwidth intensive than fetching the vertex attributes
* but does more ALU work per vertex. This also reduce the number
* of data the CPU has to precompute and transfert for each update.
**/
*/
/**
* hairStrandsRes: Number of points per hair strand.
* 2 - no subdivision
* 3+ - 1 or more interpolated points per hair.
**/
*/
uniform int hairStrandsRes = 8;
/**
@@ -17,7 +17,7 @@ uniform int hairStrandsRes = 8;
* 1 - Wire Hair: Only one pixel thick, independent of view distance.
* 2 - Polystrip Hair: Correct width, flat if camera is parallel.
* 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
**/
*/
uniform int hairThicknessRes = 1;
/* Hair thickness shape. */
@@ -58,7 +58,7 @@ void unpack_strand_data(uint data, out int strand_offset, out int strand_segment
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
**/
*/
#ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
@@ -104,7 +104,7 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
/* -- Drawing stage -- */
/**
* For final drawing, the vertex index and the number of vertex per segment
**/
*/
#ifndef HAIR_PHASE_SUBDIV
int hair_get_strand_id(void)

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@@ -7,7 +7,7 @@
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
**/
*/
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)

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@@ -42,7 +42,7 @@ uniform int gridFlag;
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
* The formula for the area uses inverse trig function and is quite complexe.
* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
**/
*/
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)

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@@ -293,8 +293,10 @@ static void pose_slide_refresh(bContext *C, tPoseSlideOp *pso)
}
}
/** Although this lookup is not ideal, we won't be dealing with a lot of objects at a given time.
* But if it comes to that we can instead store prev/next frme in the tPChanFCurveLink. */
/**
* Although this lookup is not ideal, we won't be dealing with a lot of objects at a given time.
* But if it comes to that we can instead store prev/next frme in the #tPChanFCurveLink.
*/
static bool pose_frame_range_from_object_get(tPoseSlideOp *pso, Object *ob, float *prevFrameF, float *nextFrameF)
{
for (uint ob_index = 0; ob_index < pso->objects_len; ob_index++) {

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@@ -125,7 +125,7 @@ static void fcurves_to_pchan_links_get(ListBase *pfLinks, Object *ob, bAction *a
/**
* Returns a valid pose armature for this object, else returns NULL.
**/
*/
Object *poseAnim_object_get(Object *ob_)
{
Object *ob = BKE_object_pose_armature_get(ob_);

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@@ -783,7 +783,7 @@ static void ui_keymap_but_cb(bContext *UNUSED(C), void *but_v, void *UNUSED(key_
*
* \param w_hint: For varying width layout, this becomes the label width.
* Otherwise it's used to fit both items into it.
**/
*/
static uiBut *ui_item_with_label(
uiLayout *layout, uiBlock *block, const char *name, int icon,
PointerRNA *ptr, PropertyRNA *prop, int index,

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@@ -219,7 +219,7 @@ static const uint g_shape_preset_hold_action_face[2][3] = {{2, 0, 1}, {3, 5, 4}}
* In order to speed up UI drawing we create some batches that are then
* modified by specialized shaders to draw certain elements really fast.
* TODO: find a better place. Maybe it's own file?
**/
*/
/* offset in triavec[] in shader per type */
static const int tria_ofs[ROUNDBOX_TRIA_MAX] = {

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@@ -86,13 +86,14 @@
/** \name Public Object Selection API
* \{ */
/* simple API for object selection, rather than just using the flag
/**
* simple API for object selection, rather than just using the flag
* this takes into account the 'restrict selection in 3d view' flag.
* deselect works always, the restriction just prevents selection */
/* Note: send a NC_SCENE|ND_OB_SELECT notifier yourself! (or
* or a NC_SCENE|ND_OB_VISIBLE in case of visibility toggling */
* deselect works always, the restriction just prevents selection
*
* \note Caller must send a `NC_SCENE | ND_OB_SELECT` notifier
* (or a `NC_SCENE | ND_OB_VISIBLE` in case of visibility toggling).
*/
void ED_object_base_select(Base *base, eObjectSelect_Mode mode)
{
if (mode == BA_INVERT) {

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@@ -64,7 +64,7 @@ static bool snap_calc_active_center(bContext *C, const bool select_only, float r
/* *********************** operators ******************** */
/** Snaps every individual object center to its nearest point on the grid. **/
/** Snaps every individual object center to its nearest point on the grid. */
static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -230,7 +230,7 @@ void VIEW3D_OT_snap_selected_to_grid(wmOperatorType *ot)
* \param snap_target_global: a location in global space to snap to (eg. 3D cursor or active object).
* \param use_offset: if the selected objects should maintain their relative offsets and be snapped by the selection
* pivot point (median, active), or if every object origin should be snapped to the given location.
**/
*/
static int snap_selected_to_location(bContext *C, const float snap_target_global[3], const bool use_offset)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -479,7 +479,7 @@ void VIEW3D_OT_snap_selected_to_cursor(wmOperatorType *ot)
/* *************************************************** */
/** Snaps each selected object to the location of the active selected object. **/
/** Snaps each selected object to the location of the active selected object. */
static int snap_selected_to_active_exec(bContext *C, wmOperator *op)
{
float snap_target_global[3];
@@ -510,7 +510,7 @@ void VIEW3D_OT_snap_selected_to_active(wmOperatorType *ot)
/* *************************************************** */
/** Snaps the 3D cursor location to its nearest point on the grid. **/
/** Snaps the 3D cursor location to its nearest point on the grid. */
static int snap_curs_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
@@ -604,7 +604,7 @@ static void bundle_midpoint(Scene *scene, Object *ob, float r_vec[3])
}
}
/** Snaps the 3D cursor location to the median point of the selection. **/
/** Snaps the 3D cursor location to the median point of the selection. */
static bool snap_curs_to_sel_ex(bContext *C, float cursor[3])
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
@@ -800,7 +800,7 @@ void VIEW3D_OT_snap_cursor_to_active(wmOperatorType *ot)
/* **************************************************** */
/** Snaps the 3D cursor location to the origin. **/
/** Snaps the 3D cursor location to the origin. */
static int snap_curs_to_center_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);

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@@ -81,7 +81,7 @@ static bool dependsOnTime(GpencilModifierData *UNUSED(md))
* - Stroke points are generally equally spaced. This implies that we can just add/remove points,
* without worrying about distances between them / adding extra interpolated points between
* an visible point and one about to be added/removed (or any similar tapering effects).
*
* - All strokes present are fully visible (i.e. we don't have to ignore any)
*/

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@@ -84,22 +84,24 @@ void GPU_framebuffer_texture_detach_slot(
GPUFrameBuffer *fb, struct GPUTexture *tex, int type);
/**
* How to use GPU_framebuffer_ensure_config().
* How to use #GPU_framebuffer_ensure_config().
*
* Example :
* Example:
* \code{.c}
* GPU_framebuffer_ensure_config(&fb, {
* GPU_ATTACHMENT_TEXTURE(depth), // must be depth buffer
* GPU_ATTACHMENT_TEXTURE(tex1),
* GPU_ATTACHMENT_TEXTURE_CUBEFACE(tex2, 0),
* GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex2, 0, 0)
* })
* \encode
*
* Note : Unspecified attachements (i.e: those beyond the last
* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list)
* are left unchanged.
* Note : Make sure that the dimensions of your textures matches
* \note Unspecified attachements (i.e: those beyond the last
* GPU_ATTACHMENT_* in GPU_framebuffer_ensure_config list) are left unchanged.
*
* \note Make sure that the dimensions of your textures matches
* otherwise you will have an invalid framebuffer error.
**/
*/
#define GPU_framebuffer_ensure_config(_fb, ...) do { \
if (*(_fb) == NULL) { \
*(_fb) = GPU_framebuffer_create(); \

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@@ -97,7 +97,7 @@ int GPU_vertformat_attr_id_get(const GPUVertFormat *, const char *name);
* IMPORTANT:
* - Call this before creating the vertex buffer and after creating all attributes
* - Only first vertex out of 3 has the correct information. Use flat output with GL_FIRST_VERTEX_CONVENTION.
**/
*/
void GPU_vertformat_triple_load(GPUVertFormat *format);
/* format conversion */

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@@ -64,7 +64,7 @@ static char *glsl_material_library = NULL;
* Internal shader cache: This prevent the shader recompilation / stall when
* using undo/redo AND also allows for GPUPass reuse if the Shader code is the
* same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
**/
*/
/* Only use one linklist that contains the GPUPasses grouped by hash. */
static GPUPass *pass_cache = NULL;

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@@ -306,7 +306,7 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex)
* Following GPUAttachments are color buffers.
* Setting GPUAttachment.mip to -1 will leave the texture in this slot.
* Setting GPUAttachment.tex to NULL will detach the texture in this slot.
**/
*/
void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len)
{
if (config[0].tex) {
@@ -414,7 +414,7 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
* Hack to solve the problem of some bugged AMD GPUs (see `GPU_unused_fb_slot_workaround`).
* If there is an empty color slot between the color slots,
* all textures after this slot are apparently skipped/discarded.
**/
*/
static void gpu_framebuffer_update_attachments_and_fill_empty_slots(GPUFrameBuffer *fb)
{
GLenum gl_attachments[GPU_FB_MAX_COLOR_ATTACHMENT];
@@ -702,7 +702,7 @@ void GPU_framebuffer_blit(
/**
* 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.
**/
*/
void GPU_framebuffer_recursive_downsample(
GPUFrameBuffer *fb, int max_lvl,
void (*callback)(void *userData, int level), void *userData)

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@@ -405,9 +405,9 @@ static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format)
case GPU_DEPTH24_STENCIL8: return GL_DEPTH24_STENCIL8;
case GPU_DEPTH32F_STENCIL8: return GL_DEPTH32F_STENCIL8;
/* Texture only format */
/* ** Add Format here **/
/* ** Add Format here */
/* Special formats texture only */
/* ** Add Format here **/
/* ** Add Format here */
/* Depth Formats */
case GPU_DEPTH_COMPONENT32F: return GL_DEPTH_COMPONENT32F;
case GPU_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT24;

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@@ -1,7 +1,7 @@
/**
* Simple shader that just draw multiple icons at the specified locations
* does not need any vertex input (producing less call to immBegin/End)
**/
*/
/* Same as ICON_DRAW_CACHE_SIZE */
#define MAX_CALLS 16

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@@ -1,7 +1,7 @@
/**
* Simple shader that just draw one icon at the specified location
* does not need any vertex input (producing less call to immBegin/End)
**/
*/
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect_icon;

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@@ -1,6 +1,6 @@
/**
* 2D Quadratic Bezier thick line drawing
**/
*/
#define MID_VERTEX 57

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@@ -340,8 +340,7 @@ typedef struct PreviewImage {
*
* The tags represent types! This is a dirty way of enabling RTTI. The
* sig_byte end endian defines aren't really used much.
*
**/
*/
#ifdef __BIG_ENDIAN__
/* big endian */

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@@ -277,7 +277,7 @@ typedef struct MDisps {
unsigned int *hidden;
} MDisps;
/** Multires structs kept for compatibility with old files **/
/** Multires structs kept for compatibility with old files. */
typedef struct MultiresCol {
float a, r, g, b;
} MultiresCol;
@@ -326,7 +326,7 @@ typedef struct Multires {
char *edge_creases;
} Multires;
/** End Multires **/
/* End Multires */
typedef struct MRecast {
int i;

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@@ -1339,7 +1339,7 @@ static void rna_def_library(BlenderRNA *brna)
/**
* \attention This is separate from the above. It allows for RNA functions to
* return an IDProperty *. See MovieClip.metadata for a usage example.
**/
*/
static void rna_def_idproperty_wrap_ptr(BlenderRNA *brna)
{
StructRNA *srna;

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@@ -219,7 +219,6 @@ PointerRNA rna_pointer_inherit_refine(PointerRNA *ptr, StructRNA *type, void *da
}
}
/**/
void RNA_pointer_recast(PointerRNA *ptr, PointerRNA *r_ptr)
{
#if 0 /* works but this case if covered by more general code below. */

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@@ -920,7 +920,7 @@ static void rna_def_keyblock(BlenderRNA *brna)
/* XXX multi-dim dynamic arrays are very badly supported by (py)rna currently, those are defined for the day
* it works better, for now user will get a 1D tuple...
**/
*/
func = RNA_def_function(srna, "normals_vertex_get", "rna_KeyBlock_normals_vert_calc");
RNA_def_function_ui_description(func, "Compute local space vertices' normals for this shape key");
RNA_def_function_flag(func, FUNC_USE_SELF_ID);

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@@ -52,9 +52,8 @@
#include "gpu_py_offscreen.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name GPUOffScreen Common Utilities
/* -------------------------------------------------------------------- */
/** \name GPUOffScreen Common Utilities
* \{ */
static int bpygpu_offscreen_valid_check(BPyGPUOffScreen *bpygpu_ofs)

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@@ -165,7 +165,7 @@ void WM_init_state_start_with_console_set(bool value)
* scripts) we deferre the ghost initialization the most as possible
* so that it does not break anything that can run in headless mode (as in
* without display server attached).
**/
*/
static bool opengl_is_init = false;
void WM_init_opengl(Main *bmain)