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reformat comments in Doxygen style
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1 changed files with 71 additions and 44 deletions
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@ -1,6 +1,6 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.6
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* Version: 6.5.2
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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@ -38,13 +38,15 @@ enum
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SLANG_SHADER_MAX
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};
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/*
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/**
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* Active variables.
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*
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* Active uniforms/attribs can be queried by the application to get a list of
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* uniforms/attribs actually used by shaders (uniforms) or vertex shader only (attribs).
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* Active uniforms/attribs can be queried by the application to get a
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* list of uniforms/attribs actually used by shaders (uniforms) or
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* vertex shader only (attribs).
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*/
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/*@{*/
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typedef struct
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{
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slang_export_data_quant *quant;
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@ -56,14 +58,17 @@ typedef struct
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slang_active_variable *table;
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GLuint count;
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} slang_active_variables;
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/*@}*/
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/*
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/**
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* Attrib binding override.
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*
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* The application can override GL attrib binding by specifying its preferred index assignment
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* for a given attrib name. Those overrides are taken into account while linking the program.
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* The application can override GL attrib binding by specifying its
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* preferred index assignment for a given attrib name. Those overrides
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* are taken into account while linking the program.
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*/
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/*@{*/
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typedef struct
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{
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GLuint index;
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@ -75,26 +80,33 @@ typedef struct
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slang_attrib_override *table;
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GLuint count;
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} slang_attrib_overrides;
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/*@}*/
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extern GLboolean
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_slang_attrib_overrides_add (slang_attrib_overrides *, GLuint, const GLchar *);
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/*
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/**
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* Uniform bindings.
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*
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* Each slang_uniform_binding holds an array of addresses to actual memory locations in those
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* shader types that use that uniform. Uniform bindings are held in an array and accessed
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* by array index which is seen to the application as a uniform location.
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* Each slang_uniform_binding holds an array of addresses to actual
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* memory locations in those shader types that use that
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* uniform. Uniform bindings are held in an array and accessed by
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* array index which is seen to the application as a uniform location.
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*
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* When the application writes to a particular uniform, it specifies its location.
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* This location is treated as an array index to slang_uniform_bindings::table and tested
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* against slang_uniform_bindings::count limit. The result is a pointer to slang_uniform_binding.
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* The type of data being written to uniform is tested against slang_uniform_binding::quant.
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* If the types are compatible, the array slang_uniform_binding::address is iterated for
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* each shader type and if the address is valid (i.e. the uniform is used by this shader type),
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* the new uniform value is written at that address.
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* When the application writes to a particular uniform, it specifies
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* its location. This location is treated as an array index to
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* slang_uniform_bindings::table and tested against
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* slang_uniform_bindings::count limit. The result is a pointer to
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* slang_uniform_binding. The type of data being written to uniform
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* is tested against slang_uniform_binding::quant. If the types are
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* compatible, the array slang_uniform_binding::address is iterated
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* for each shader type and if the address is valid (i.e. the uniform
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* is used by this shader type), the new uniform value is written at
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* that address.
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*/
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/*@{*/
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typedef struct
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{
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slang_export_data_quant *quant;
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@ -107,16 +119,20 @@ typedef struct
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slang_uniform_binding *table;
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GLuint count;
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} slang_uniform_bindings;
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/*@}*/
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/*
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/**
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* Attrib bindings.
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*
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* There is a fixed number of vertex attrib vectors (attrib slots). The slang_attrib_slot::addr
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* maps vertex attrib index to the actual memory location of the attrib in vertex shader.
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* One vertex attrib can span over many attrib slots (this is the case for matrices). The
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* slang_attrib_binding::first_slot_index holds the first slot index that the attrib is bound to.
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* There is a fixed number of vertex attrib vectors (attrib
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* slots). The slang_attrib_slot::addr maps vertex attrib index to the
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* actual memory location of the attrib in vertex shader. One vertex
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* attrib can span over many attrib slots (this is the case for
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* matrices). The slang_attrib_binding::first_slot_index holds the
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* first slot index that the attrib is bound to.
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*/
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/*@{*/
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typedef struct
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{
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slang_export_data_quant *quant;
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@ -126,8 +142,8 @@ typedef struct
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typedef struct
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{
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GLuint addr; /* memory location */
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GLuint fill; /* 1..4, number of components used */
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GLuint addr; /**< memory location */
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GLuint fill; /**< 1..4, number of components used */
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} slang_attrib_slot;
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typedef struct
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@ -136,16 +152,20 @@ typedef struct
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GLuint binding_count;
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slang_attrib_slot slots[MAX_VERTEX_ATTRIBS];
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} slang_attrib_bindings;
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/*@}*/
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/*
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/**
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* Varying bindings.
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*
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* There is a fixed number of varying floats (varying slots). The slang_varying_slot::vert_addr
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* maps varying float index to the actual memory location of the output variable in vertex shader.
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* The slang_varying_slot::frag_addr maps varying float index to the actual memory location of
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* the input variable in fragment shader.
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* There is a fixed number of varying floats (varying slots). The
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* slang_varying_slot::vert_addr maps varying float index to the
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* actual memory location of the output variable in vertex shader.
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* The slang_varying_slot::frag_addr maps varying float index to the
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* actual memory location of the input variable in fragment shader.
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*/
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/*@{*/
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typedef struct
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{
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GLuint vert_addr;
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@ -166,20 +186,25 @@ typedef struct
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slang_varying_slot slots[MAX_VARYING_FLOATS];
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GLuint slot_count;
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} slang_varying_bindings;
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/*@}*/
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/*
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/**
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* Texture usage.
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*
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* A slang_texture_usage struct holds indirect information about texture image unit usage. The
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* slang_texture_usages::table is derived from active uniform table by extracting only uniforms
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* that are samplers.
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* A slang_texture_usage struct holds indirect information about
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* texture image unit usage. The slang_texture_usages::table is
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* derived from active uniform table by extracting only uniforms that
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* are samplers.
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*
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* To collect current texture usage one must iterate the slang_texture_usages::table and read
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* uniform at address slang_texture_usage::frag_address to get texture unit index. This
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* index, coupled with texture access type (target) taken from slang_texture_usage::quant
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* forms texture usage for that texture unit.
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* To collect current texture usage one must iterate the
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* slang_texture_usages::table and read uniform at address
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* slang_texture_usage::frag_address to get texture unit index. This
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* index, coupled with texture access type (target) taken from
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* slang_texture_usage::quant forms texture usage for that texture
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* unit.
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*/
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/*@{*/
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typedef struct
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{
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slang_export_data_quant *quant;
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@ -191,6 +216,8 @@ typedef struct
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slang_texture_usage *table;
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GLuint count;
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} slang_texture_usages;
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/*@}*/
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extern GLvoid
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_slang_texture_usages_ctr (slang_texture_usages *);
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