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Fixup all doxygen tags
We've been using |blah| in various places to markup code, however this is not doxygen markup. So instead: * If the code links to a parameter, use `blah`. * If the code links to a member field, use #blah. * If the code links to a method use blah(). * If the code is somewhere unlinkable use `blah`. Change-Id: Idac748a4c2531b5bae77e1a335e3d3ef6fab48b6 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/33787 Commit-Queue: dan sinclair <dsinclair@chromium.org> Reviewed-by: dan sinclair <dsinclair@chromium.org> Reviewed-by: David Neto <dneto@google.com>
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@@ -27,7 +27,7 @@ namespace transform {
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/// Manager for the provided passes. The passes will be execute in the
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/// appended order. If any pass fails the manager will return immediately and
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/// the error can be retrieved with the |error| method.
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/// the error can be retrieved with the error() method.
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class Manager {
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public:
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/// Constructor
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@@ -130,19 +130,20 @@ struct VertexStateDescriptor {
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/// This transform will convert those to be assigned from storage buffers
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/// instead. The intention is to allow vertex input to rely on a storage buffer
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/// clamping pass for out of bounds reads. We bind the storage buffers as arrays
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/// of u32, so any read to byte position |p| will actually need to read position
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/// |p / 4|, since sizeof(u32) == 4.
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/// of u32, so any read to byte position `p` will actually need to read position
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/// `p / 4`, since `sizeof(u32) == 4`.
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///
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/// |VertexFormat| represents the input type of the attribute. This isn't
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/// `VertexFormat` represents the input type of the attribute. This isn't
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/// related to the type of the variable in the shader. For example,
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/// `VertexFormat::kVec2F16` tells us that the buffer will contain f16 elements,
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/// to be read as vec2. In the shader, a user would make a vec2<f32> to be able
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/// to use them. The conversion between f16 and f32 will need to be handled by
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/// us (using unpack functions).
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/// `VertexFormat::kVec2F16` tells us that the buffer will contain `f16`
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/// elements, to be read as vec2. In the shader, a user would make a `vec2<f32>`
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/// to be able to use them. The conversion between `f16` and `f32` will need to
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/// be handled by us (using unpack functions).
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///
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/// To be clear, there won't be types such as f16 or u8 anywhere in WGSL code,
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/// but these are types that the data may arrive as. We need to convert these
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/// smaller types into the base types such as f32 and u32 for the shader to use.
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/// To be clear, there won't be types such as `f16` or `u8` anywhere in WGSL
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/// code, but these are types that the data may arrive as. We need to convert
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/// these smaller types into the base types such as `f32` and `u32` for the
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/// shader to use.
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class VertexPullingTransform : public Transformer {
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public:
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/// Constructor
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@@ -194,11 +195,11 @@ class VertexPullingTransform : public Transformer {
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/// @param value uint value
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ast::Expression* GenUint(uint32_t value);
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/// Generates an expression to read the shader value |kPullingPosVarName|
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/// Generates an expression to read the shader value `kPullingPosVarName`
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ast::Expression* CreatePullingPositionIdent();
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/// Generates an expression reading from a buffer a specific format.
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/// This reads the value wherever |kPullingPosVarName| points to at the time
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/// This reads the value wherever `kPullingPosVarName` points to at the time
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/// of the read.
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/// @param buffer the index of the vertex buffer
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/// @param format the format to read
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@@ -229,7 +230,7 @@ class VertexPullingTransform : public Transformer {
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VertexFormat format);
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/// Generates an expression reading a vec2/3/4 from a vertex buffer.
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/// This reads the value wherever |kPullingPosVarName| points to at the time
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/// This reads the value wherever `kPullingPosVarName` points to at the time
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/// of the read.
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/// @param buffer the index of the vertex buffer
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/// @param element_stride stride between elements, in bytes
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