From: Brian Paul Date: Fri, 3 Nov 2006 17:18:05 +0000 (+0000) Subject: reformat comments in Doxygen style X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=e90e8278240f1c4c00b5cc466e92ffd671181b31;p=mesa.git reformat comments in Doxygen style --- diff --git a/src/mesa/shader/slang/slang_link.h b/src/mesa/shader/slang/slang_link.h index 2195ec5bdfa..433964223a5 100644 --- a/src/mesa/shader/slang/slang_link.h +++ b/src/mesa/shader/slang/slang_link.h @@ -1,6 +1,6 @@ /* * Mesa 3-D graphics library - * Version: 6.6 + * Version: 6.5.2 * * Copyright (C) 2006 Brian Paul All Rights Reserved. * @@ -38,13 +38,15 @@ enum SLANG_SHADER_MAX }; -/* + +/** * Active variables. * - * Active uniforms/attribs can be queried by the application to get a list of - * uniforms/attribs actually used by shaders (uniforms) or vertex shader only (attribs). + * Active uniforms/attribs can be queried by the application to get a + * list of uniforms/attribs actually used by shaders (uniforms) or + * vertex shader only (attribs). */ - +/*@{*/ typedef struct { slang_export_data_quant *quant; @@ -56,14 +58,17 @@ typedef struct slang_active_variable *table; GLuint count; } slang_active_variables; +/*@}*/ -/* + +/** * Attrib binding override. * - * The application can override GL attrib binding by specifying its preferred index assignment - * for a given attrib name. Those overrides are taken into account while linking the program. + * The application can override GL attrib binding by specifying its + * preferred index assignment for a given attrib name. Those overrides + * are taken into account while linking the program. */ - +/*@{*/ typedef struct { GLuint index; @@ -75,26 +80,33 @@ typedef struct slang_attrib_override *table; GLuint count; } slang_attrib_overrides; +/*@}*/ + extern GLboolean _slang_attrib_overrides_add (slang_attrib_overrides *, GLuint, const GLchar *); -/* + +/** * Uniform bindings. * - * Each slang_uniform_binding holds an array of addresses to actual memory locations in those - * shader types that use that uniform. Uniform bindings are held in an array and accessed - * by array index which is seen to the application as a uniform location. + * Each slang_uniform_binding holds an array of addresses to actual + * memory locations in those shader types that use that + * uniform. Uniform bindings are held in an array and accessed by + * array index which is seen to the application as a uniform location. * - * When the application writes to a particular uniform, it specifies its location. - * This location is treated as an array index to slang_uniform_bindings::table and tested - * against slang_uniform_bindings::count limit. The result is a pointer to slang_uniform_binding. - * The type of data being written to uniform is tested against slang_uniform_binding::quant. - * If the types are compatible, the array slang_uniform_binding::address is iterated for - * each shader type and if the address is valid (i.e. the uniform is used by this shader type), - * the new uniform value is written at that address. + * When the application writes to a particular uniform, it specifies + * its location. This location is treated as an array index to + * slang_uniform_bindings::table and tested against + * slang_uniform_bindings::count limit. The result is a pointer to + * slang_uniform_binding. The type of data being written to uniform + * is tested against slang_uniform_binding::quant. If the types are + * compatible, the array slang_uniform_binding::address is iterated + * for each shader type and if the address is valid (i.e. the uniform + * is used by this shader type), the new uniform value is written at + * that address. */ - +/*@{*/ typedef struct { slang_export_data_quant *quant; @@ -107,16 +119,20 @@ typedef struct slang_uniform_binding *table; GLuint count; } slang_uniform_bindings; +/*@}*/ -/* + +/** * Attrib bindings. * - * There is a fixed number of vertex attrib vectors (attrib slots). The slang_attrib_slot::addr - * maps vertex attrib index to the actual memory location of the attrib in vertex shader. - * One vertex attrib can span over many attrib slots (this is the case for matrices). The - * slang_attrib_binding::first_slot_index holds the first slot index that the attrib is bound to. + * There is a fixed number of vertex attrib vectors (attrib + * slots). The slang_attrib_slot::addr maps vertex attrib index to the + * actual memory location of the attrib in vertex shader. One vertex + * attrib can span over many attrib slots (this is the case for + * matrices). The slang_attrib_binding::first_slot_index holds the + * first slot index that the attrib is bound to. */ - +/*@{*/ typedef struct { slang_export_data_quant *quant; @@ -126,8 +142,8 @@ typedef struct typedef struct { - GLuint addr; /* memory location */ - GLuint fill; /* 1..4, number of components used */ + GLuint addr; /**< memory location */ + GLuint fill; /**< 1..4, number of components used */ } slang_attrib_slot; typedef struct @@ -136,16 +152,20 @@ typedef struct GLuint binding_count; slang_attrib_slot slots[MAX_VERTEX_ATTRIBS]; } slang_attrib_bindings; +/*@}*/ -/* + + +/** * Varying bindings. * - * There is a fixed number of varying floats (varying slots). The slang_varying_slot::vert_addr - * maps varying float index to the actual memory location of the output variable in vertex shader. - * The slang_varying_slot::frag_addr maps varying float index to the actual memory location of - * the input variable in fragment shader. + * There is a fixed number of varying floats (varying slots). The + * slang_varying_slot::vert_addr maps varying float index to the + * actual memory location of the output variable in vertex shader. + * The slang_varying_slot::frag_addr maps varying float index to the + * actual memory location of the input variable in fragment shader. */ - +/*@{*/ typedef struct { GLuint vert_addr; @@ -166,20 +186,25 @@ typedef struct slang_varying_slot slots[MAX_VARYING_FLOATS]; GLuint slot_count; } slang_varying_bindings; +/*@}*/ -/* + +/** * Texture usage. * - * A slang_texture_usage struct holds indirect information about texture image unit usage. The - * slang_texture_usages::table is derived from active uniform table by extracting only uniforms - * that are samplers. + * A slang_texture_usage struct holds indirect information about + * texture image unit usage. The slang_texture_usages::table is + * derived from active uniform table by extracting only uniforms that + * are samplers. * - * To collect current texture usage one must iterate the slang_texture_usages::table and read - * uniform at address slang_texture_usage::frag_address to get texture unit index. This - * index, coupled with texture access type (target) taken from slang_texture_usage::quant - * forms texture usage for that texture unit. + * To collect current texture usage one must iterate the + * slang_texture_usages::table and read uniform at address + * slang_texture_usage::frag_address to get texture unit index. This + * index, coupled with texture access type (target) taken from + * slang_texture_usage::quant forms texture usage for that texture + * unit. */ - +/*@{*/ typedef struct { slang_export_data_quant *quant; @@ -191,6 +216,8 @@ typedef struct slang_texture_usage *table; GLuint count; } slang_texture_usages; +/*@}*/ + extern GLvoid _slang_texture_usages_ctr (slang_texture_usages *);