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>
This commit is contained in:
Ben Clayton
2020-12-02 15:31:08 +00:00
committed by Commit Bot service account
parent f7e3bfc1a5
commit f8971ae74d
38 changed files with 234 additions and 232 deletions

View File

@@ -27,7 +27,7 @@ namespace transform {
/// Manager for the provided passes. The passes will be execute in the
/// appended order. If any pass fails the manager will return immediately and
/// the error can be retrieved with the |error| method.
/// the error can be retrieved with the error() method.
class Manager {
public:
/// Constructor

View File

@@ -130,19 +130,20 @@ struct VertexStateDescriptor {
/// This transform will convert those to be assigned from storage buffers
/// instead. The intention is to allow vertex input to rely on a storage buffer
/// clamping pass for out of bounds reads. We bind the storage buffers as arrays
/// of u32, so any read to byte position |p| will actually need to read position
/// |p / 4|, since sizeof(u32) == 4.
/// of u32, so any read to byte position `p` will actually need to read position
/// `p / 4`, since `sizeof(u32) == 4`.
///
/// |VertexFormat| represents the input type of the attribute. This isn't
/// `VertexFormat` represents the input type of the attribute. This isn't
/// related to the type of the variable in the shader. For example,
/// `VertexFormat::kVec2F16` tells us that the buffer will contain f16 elements,
/// to be read as vec2. In the shader, a user would make a vec2<f32> to be able
/// to use them. The conversion between f16 and f32 will need to be handled by
/// us (using unpack functions).
/// `VertexFormat::kVec2F16` tells us that the buffer will contain `f16`
/// elements, to be read as vec2. In the shader, a user would make a `vec2<f32>`
/// to be able to use them. The conversion between `f16` and `f32` will need to
/// be handled by us (using unpack functions).
///
/// To be clear, there won't be types such as f16 or u8 anywhere in WGSL code,
/// but these are types that the data may arrive as. We need to convert these
/// smaller types into the base types such as f32 and u32 for the shader to use.
/// To be clear, there won't be types such as `f16` or `u8` anywhere in WGSL
/// code, but these are types that the data may arrive as. We need to convert
/// these smaller types into the base types such as `f32` and `u32` for the
/// shader to use.
class VertexPullingTransform : public Transformer {
public:
/// Constructor
@@ -194,11 +195,11 @@ class VertexPullingTransform : public Transformer {
/// @param value uint value
ast::Expression* GenUint(uint32_t value);
/// Generates an expression to read the shader value |kPullingPosVarName|
/// Generates an expression to read the shader value `kPullingPosVarName`
ast::Expression* CreatePullingPositionIdent();
/// Generates an expression reading from a buffer a specific format.
/// This reads the value wherever |kPullingPosVarName| points to at the time
/// This reads the value wherever `kPullingPosVarName` points to at the time
/// of the read.
/// @param buffer the index of the vertex buffer
/// @param format the format to read
@@ -229,7 +230,7 @@ class VertexPullingTransform : public Transformer {
VertexFormat format);
/// Generates an expression reading a vec2/3/4 from a vertex buffer.
/// This reads the value wherever |kPullingPosVarName| points to at the time
/// This reads the value wherever `kPullingPosVarName` points to at the time
/// of the read.
/// @param buffer the index of the vertex buffer
/// @param element_stride stride between elements, in bytes