Cleanup: make class doc-strings directly above classes

In some cases it wasn't clear if a comment before a class was meant
to be it's doc-string. Remove blank lines between the class & it's
doc-string.
This commit is contained in:
Campbell Barton 2023-07-25 14:11:42 +10:00
parent ac5be3efde
commit 530ee6e7fa
20 changed files with 59 additions and 52 deletions

@ -63,11 +63,12 @@ class TaskPool {
int num_tasks_pushed;
};
/* Task Scheduler
/**
* Task Scheduler
*
* Central scheduler that holds running threads ready to execute tasks. A single
* queue holds the task from all pools. */
* queue holds the task from all pools.
*/
class TaskScheduler {
public:
static void init(int num_threads = 0);

@ -29,9 +29,10 @@ typedef std::mutex thread_mutex;
typedef std::unique_lock<std::mutex> thread_scoped_lock;
typedef std::condition_variable thread_condition_variable;
/* Own thread implementation similar to std::thread, so we can set a
* custom stack size on macOS. */
/**
* Own thread implementation similar to std::thread, so we can set a
* custom stack size on macOS.
*/
class thread {
public:
thread(function<void()> run_cb);

@ -17,7 +17,6 @@
* To be valid, a rectangle should have a left coordinate smaller than or equal to right.
* To be valid, a rectangle should have a top coordinate smaller than or equal to bottom.
*/
class GHOST_Rect {
public:
/**

@ -6,9 +6,10 @@
#include "GHOST_NDOFManager.hh"
/* Event capture is handled within the NDOF manager on Linux,
* so there's no need for SystemX11 to look for them. */
/**
* Event capture is handled within the NDOF manager on Linux,
* so there's no need for SystemX11 to look for them.
*/
class GHOST_NDOFManagerUnix : public GHOST_NDOFManager {
public:
GHOST_NDOFManagerUnix(GHOST_System &);

@ -57,7 +57,6 @@ class GHOST_WindowX11;
* X11 Implementation of GHOST_System class.
* \see GHOST_System.
*/
class GHOST_SystemX11 : public GHOST_System {
public:
/**

@ -32,7 +32,6 @@ class GHOST_DropTargetX11;
* Dimensions are given in screen coordinates that are
* relative to the upper-left corner of the screen.
*/
class GHOST_WindowX11 : public GHOST_Window {
public:
/**

@ -32,7 +32,6 @@
* The ordering of these transformations is vital, you must
* use exactly the same transformations when displaying the segments
*/
class IK_QSegment {
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW

@ -22,7 +22,6 @@
* \author Maarten Gribnau
* \date March 31, 2001
*/
class MEM_RefCounted {
public:
/**

@ -239,7 +239,6 @@ class IMeshArena : NonCopyable, NonMovable {
* internal structures for indexing exactly the set of needed Verts,
* and also going from a Vert pointer to the index in that system.
*/
class IMesh {
Array<Face *> face_; /* Not `const` so can lazily populate planes. */
Array<const Vert *> vert_; /* Only valid if vert_populated_. */

@ -27,10 +27,11 @@
# include <tbb/task_group.h>
#endif
/* Task
/**
* Task
*
* Unit of work to execute. This is a C++ class to work with TBB. */
* Unit of work to execute. This is a C++ class to work with TBB.
*/
class Task {
public:
TaskPool *pool;

@ -12,7 +12,6 @@ namespace blender::compositor {
* \brief KuwaharaNode
* \ingroup Node
*/
class KuwaharaNode : public Node {
public:
KuwaharaNode(bNode *editor_node) : Node(editor_node) {}

@ -12,7 +12,6 @@ namespace blender::compositor {
* All this programs converts an input color to an output value.
* it assumes we are in sRGB color space.
*/
class MixBaseOperation : public MultiThreadedOperation {
protected:
struct PixelCursor {

@ -86,7 +86,6 @@ class TonemapOperation : public MultiThreadedOperation {
* most parts have already been done in #TonemapOperation.
* \ingroup operation
*/
class PhotoreceptorTonemapOperation : public TonemapOperation {
public:
/**

@ -17,9 +17,10 @@
namespace blender::realtime_compositor {
/* ------------------------------------------------------------------------------------------------
* Symmetric Separable Blur Weights Key.
*/
/* -------------------------------------------------------------------- */
/** \name Symmetric Separable Blur Weights Key
* \{ */
class SymmetricSeparableBlurWeightsKey {
public:
int type;
@ -33,13 +34,17 @@ class SymmetricSeparableBlurWeightsKey {
bool operator==(const SymmetricSeparableBlurWeightsKey &a,
const SymmetricSeparableBlurWeightsKey &b);
/* -------------------------------------------------------------------------------------------------
* Symmetric Separable Blur Weights.
/** \} */
/* -------------------------------------------------------------------- */
/** \name Symmetric Separable Blur Weights
*
* A cached resource that computes and caches a 1D GPU texture containing the weights of the
* separable filter of the given type and radius. The filter is assumed to be symmetric, because
* the filter functions are all even functions. Consequently, only the positive half of the filter
* is computed and the shader takes that into consideration. */
* is computed and the shader takes that into consideration.
* \{ */
class SymmetricSeparableBlurWeights : public CachedResource {
private:
GPUTexture *texture_ = nullptr;
@ -54,9 +59,11 @@ class SymmetricSeparableBlurWeights : public CachedResource {
void unbind_as_texture() const;
};
/* ------------------------------------------------------------------------------------------------
* Symmetric Separable Blur Weights Container.
*/
/** \} */
/* -------------------------------------------------------------------- */
/** \name Symmetric Separable Blur Weights Container
* \{ */
class SymmetricSeparableBlurWeightsContainer : public CachedResourceContainer {
private:
@ -72,4 +79,6 @@ class SymmetricSeparableBlurWeightsContainer : public CachedResourceContainer {
SymmetricSeparableBlurWeights &get(int type, float radius);
};
/** \} */
} // namespace blender::realtime_compositor

@ -101,7 +101,6 @@ struct ArmatureDrawContext {
* manage drawing. These subclasses are defined further down in the file. This
* abstract class needs to be defined before any function that uses it, though.
*/
class ArmatureBoneDrawStrategy {
public:
virtual void update_display_matrix(EditBone *eBone, bPoseChannel *pchan) const = 0;

@ -566,10 +566,11 @@ class TipRemoverShader : public StrokeShader {
real _tipLength;
};
/** [ Texture Shader ].
* Shader to assign texture to the Stroke material.
/**
* Texture Shader.
*
* Shader to assign texture to the Stroke material.
*/
class BlenderTextureShader : public StrokeShader {
private:
MTex *_mtex;
@ -605,10 +606,11 @@ class BlenderTextureShader : public StrokeShader {
virtual int shade(Stroke &stroke) const;
};
/** [ Texture Shader ].
* Shader to assign texture to the Stroke material.
/**
* Texture Shader.
*
* Shader to assign texture to the Stroke material.
*/
class StrokeTextureStepShader : public StrokeShader {
private:
float _step;

@ -34,17 +34,16 @@ namespace Freestyle {
/* */
/**********************************/
/* Density
* Mean area depth value
* distance to a point
*/
class ViewVertex;
class ViewEdge;
class ViewShape;
class TVertex;
/** Class defining the ViewMap. */
/**
* Class defining the ViewMap.
*
* \note density is the mean area depth value distance to a point.
*/
class ViewMap {
public:
typedef vector<ViewEdge *> viewedges_container;

@ -668,10 +668,12 @@ class MTLCommandBufferManager {
void unfold_pending_debug_groups();
};
/** MTLContext -- Core render loop and state management. **/
/* NOTE(Metal): Partial #MTLContext stub to provide wrapper functionality
* for work-in-progress `MTL*` classes. */
/**
* MTLContext -- Core render loop and state management.
*
* NOTE(Metal): Partial #MTLContext stub to provide wrapper functionality
* for work-in-progress `MTL*` classes.
*/
class MTLContext : public Context {
friend class MTLBackend;
friend class MTLRenderPassState;

@ -16,11 +16,11 @@ struct Main;
namespace blender::io::alembic {
/* Wrappers around input and output archives. The goal is to be able to use
/**
* Wrappers around input and output archives. The goal is to be able to use
* streams so that unicode paths work on Windows (#49112), and to make sure that
* the stream objects remain valid as long as the archives are open.
*/
class ArchiveReader {
Alembic::Abc::IArchive m_archive;
std::ifstream m_infile;

@ -61,11 +61,12 @@ class TexturePool : public realtime_compositor::TexturePool {
}
};
/* Render Context Data
/**
* Render Context Data
*
* Stored separately from the context so we can update it without losing any cached
* data from the context. */
* data from the context.
*/
class ContextInputData {
public:
const Scene *scene;