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docs: Remove remaining SECTIONs

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3489>
This commit is contained in:
Bilal Elmoussaoui 2024-01-05 09:40:32 +01:00 committed by Marge Bot
parent 52c64d44fc
commit 346e9a7f2c
22 changed files with 35 additions and 202 deletions

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@ -17,16 +17,6 @@
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:cally
* @Title: Cally
* @short_description: Cally initialization methods.
*
* Cally initialization methods.
*
*/
#include "config.h"
#include "cally/cally.h"

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@ -20,16 +20,6 @@
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:clutter-geometric-types
* @Title: Base geometric types
* @Short_Description: Common geometric data types used by Clutter
*
* Clutter defines a set of geometric data structures that are commonly used
* across the whole API.
*/
#include "config.h"
#include "clutter/clutter-types.h"

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@ -20,8 +20,9 @@
#include "clutter/clutter-backend.h"
/**
* SECTION:clutter-blur
* @short_description: Blur textures
* ClutterBlur:
*
* Blur textures
*
* #ClutterBlur is a moderately fast gaussian blur implementation.
*

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@ -24,8 +24,7 @@
*/
/**
* SECTION:clutter-feature
* @short_description: Run-time detection of Clutter features
* Run-time detection of Clutter features
*
* Parts of Clutter depend on the underlying platform, including the
* capabilities of the backend used and the OpenGL features exposed through the

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@ -20,33 +20,6 @@
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:clutter-main
* @short_description: Various 'global' Clutter functions.
*
* Functions to retrieve various global Clutter resources and other utility
* functions for mainloops, events and threads
*
* ## The Clutter Threading Model
*
* Clutter is *thread-aware*: all operations performed by Clutter are assumed
* to be under the Big Clutter Lock, which is created when the threading is
* initialized through clutter_init(), and entered when calling user-related
* code during event handling and actor drawing.
*
* The only safe and portable way to use the Clutter API in a multi-threaded
* environment is to only access the Clutter API from a thread that did called
* clutter_init() and clutter_main().
*
* The common pattern for using threads with Clutter is to use worker threads
* to perform blocking operations and then install idle or timeout sources with
* the result when the thread finishes, and update the UI from those callbacks.
*
* For a working example of how to use a worker thread to update the UI, see
* [threads.c](https://git.gnome.org/browse/clutter/tree/examples/threads.c?h=clutter-1.18)
*/
#include "config.h"
#include <stdlib.h>

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@ -22,14 +22,6 @@
*
*
*/
/**
* SECTION:clutter-util
* @short_description: Utility functions
*
* Various miscellaneous utilility functions.
*/
#include "config.h"
#include <fribidi.h>

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@ -38,15 +38,10 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-depth-state
* @short_description: Functions for describing the depth testing
* state of your GPU.
*/
/**
* CoglDepthState:
*
*
* Functions for describing the depth testing state of your GPU.
*/
typedef struct {
/*< private >*/

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@ -38,21 +38,14 @@
#include "cogl/cogl-framebuffer.h"
/**
* SECTION:cogl-fence
* @short_description: Functions for notification of command completion
* CoglFence:
*
* Functions for notification of command completion
*
* Cogl allows notification of GPU command completion; users may mark
* points in the GPU command stream and receive notification when the GPU
* has executed to that point.
*/
/**
* CoglFence:
*
* An opaque object representing a fence. This type is currently
* unused but in the future may be used to pass extra information
* about the fence completion.
*/
typedef struct _CoglFence CoglFence;
/**

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@ -47,8 +47,9 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-framebuffer
* @short_description: A common interface for manipulating framebuffers
* CoglFrameBuffer:
*
* A common interface for manipulating framebuffers
*
* Framebuffers are a collection of buffers that can be rendered too.
* A framebuffer may be comprised of one or more color buffers, an

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@ -42,61 +42,11 @@
#include <graphene.h>
/**
* SECTION:cogl-matrix-stack
* @short_description: Functions for efficiently tracking many
* related transformations
*
* Matrices can be used (for example) to describe the model-view
* transforms of objects, texture transforms, and projective
* transforms.
*
* The #graphene_matrix_t api provides a good way to manipulate individual
* matrices representing a single transformation but if you need to
* track many-many such transformations for many objects that are
* organized in a scenegraph for example then using a separate
* #graphene_matrix_t for each object may not be the most efficient way.
*
* A #CoglMatrixStack enables applications to track lots of
* transformations that are related to each other in some kind of
* hierarchy. In a scenegraph for example if you want to know how to
* transform a particular node then you usually have to walk up
* through the ancestors and accumulate their transforms before
* finally applying the transform of the node itself. In this model
* things are grouped together spatially according to their ancestry
* and all siblings with the same parent share the same initial
* transformation. The #CoglMatrixStack API is suited to tracking lots
* of transformations that fit this kind of model.
*
* Compared to using the #graphene_matrix_t api directly to track many
* related transforms, these can be some advantages to using a
* #CoglMatrixStack:
*
* - Faster equality comparisons of transformations
* - Efficient comparisons of the differences between arbitrary
* transformations
* - Avoid redundant arithmetic related to common transforms
* - Can be more space efficient (not always though)
*
* For reference (to give an idea of when a #CoglMatrixStack can
* provide a space saving) a #graphene_matrix_t can be expected to take 72
* bytes whereas a single #CoglMatrixEntry in a #CoglMatrixStack is
* currently around 32 bytes on a 32bit CPU or 36 bytes on a 64bit
* CPU. An entry is needed for each individual operation applied to
* the stack (such as rotate, scale, translate) so if most of your
* leaf node transformations only need one or two simple operations
* relative to their parent then a matrix stack will likely take less
* space than having a #graphene_matrix_t for each node.
*
* Even without any space saving though the ability to perform fast
* comparisons and avoid redundant arithmetic (especially sine and
* cosine calculations for rotations) can make using a matrix stack
* worthwhile.
*/
/**
* CoglMatrixStack:
*
* Efficiently tracking many related transformations.
*
* Tracks your current position within a hierarchy and lets you build
* up a graph of transformations as you traverse through a hierarchy
* such as a scenegraph.

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@ -39,9 +39,8 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-meta-texture
* @short_description: Interface for high-level textures built from
* low-level textures like #CoglTexture2D.
* Interface for high-level textures built from
* low-level textures like #CoglTexture2D.
*
* Cogl helps to make it easy to deal with high level textures such
* as `CoglAtlasTexture`s, `CoglSubTexture`s,

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@ -42,11 +42,9 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-offscreen
* @short_description: Functions for creating and manipulating offscreen
* framebuffers.
* CoglOffscreen:
*
* Cogl allows creating and operating on offscreen framebuffers.
* Functions for creating and manipulating offscreen framebuffers.
*/
/* Offscreen api */

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@ -490,17 +490,6 @@ void
_cogl_pipeline_prune_empty_layer_difference (CoglPipeline *layers_authority,
CoglPipelineLayer *layer);
/*
* SECTION:cogl-pipeline-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl pipelines for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the pipeline internals to support being
* able to fill your geometry according to a given Cogl pipeline.
*/
gboolean
_cogl_pipeline_get_real_blend_enabled (CoglPipeline *pipeline);

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@ -45,21 +45,6 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-pixel-format
* @short_description: Pixel formats supported by Cogl
*
* The pixel format of an image descrbes how the bits of each pixel are
* represented in memory. For example: an image can be laid out as one long
* sequence of pixels, where each pixel is a sequence of 8 bits of Red, Green
* and Blue. The amount of bits that are used can be different for each pixel
* format, as well as the components (for example an Alpha layer to include
* transparency, or non_RGBA).
*
* Other examples of factors that can influence the layout in memory are the
* system's endianness.
*/
#define COGL_A_BIT (1 << 4)
#define COGL_BGR_BIT (1 << 5)
#define COGL_AFIRST_BIT (1 << 6)

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@ -51,9 +51,9 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-poll
* @short_description: Functions for integrating Cogl with an
* application's main loop
* CoglPoll:
*
* Functions for integrating Cogl with an application's main loop
*
* Cogl needs to integrate with the application's main loop so that it
* can internally handle some events from the driver. All Cogl

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@ -46,13 +46,6 @@
G_BEGIN_DECLS
/**
* SECTION:cogl-types
* @short_description: Types used throughout the library
*
* General types used by various Cogl functions.
*/
/* Some structures are meant to be opaque but they have public
definitions because we want the size to be public so they can be
allocated on the stack. This macro is used to ensure that users

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@ -99,13 +99,6 @@
* code has been migrated down into Cogl! */
#include "cogl/deprecated/cogl-clutter.h"
/**
* SECTION:cogl
* @short_description: General purpose API
*
* General utility functions for COGL.
*/
/* The gobject introspection scanner seems to parse public headers in
* isolation which means we need to be extra careful about how we
* define and undefine __COGL_H_INSIDE__ used to detect when internal

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@ -16,20 +16,6 @@
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:meta-multi-texture-format
* @title: MetaMultiTextureFormat
* @short_description: A representation for complex pixel formats
*
* Some pixel formats that are used in the wild are a bit more complex than
* just ARGB and all its variants. For example: a component might be put in a
* different plane (i.e. at a different place in memory). Another example are
* formats that use Y, U, and V components rather than RGB; if we composite them
* onto an RGBA framebuffer, we have to make sure for example that these get
* converted to the right color format first (using e.g. a shader).
*/
#include "config.h"
#include "compositor/meta-multi-texture-format-private.h"

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@ -18,9 +18,9 @@
*/
/**
* SECTION:meta-multi-texture
* @title: MetaMultiTexture
* @short_description: A texture that can have multiple planes.
* MetaMultiTexture:
*
* A texture that can have multiple planes.
*
* #MetaMultiTexture allows one to deal with non-trivial formats that
* have multiple planes, requires subsampling and/or aren't in RGB. A common

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@ -97,8 +97,6 @@
#endif
/*
* SECTION:pings
*
* Sometimes we want to see whether a window is responding,
* so we send it a "ping" message and see whether it sends us back a "pong"
* message within a reasonable time. Here we have a system which lets us

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@ -30,6 +30,15 @@ G_BEGIN_DECLS
* @META_MULTI_TEXTURE_FORMAT_YUYV: YUYV, 32 bits, 16 bpc (Y), 8 bpc (U & V)
* @META_MULTI_TEXTURE_FORMAT_NV12: 2 planes: 1 Y-plane, 1 UV-plane (2x2 subsampled)
* @META_MULTI_TEXTURE_FORMAT_YUV420: 3 planes: 1 Y-plane, 1 U-plane (2x2 subsampled), 1 V-plane (2x2 subsampled)
*
* A representation for complex pixel formats
*
* Some pixel formats that are used in the wild are a bit more complex than
* just ARGB and all its variants. For example: a component might be put in a
* different plane (i.e. at a different place in memory). Another example are
* formats that use Y, U, and V components rather than RGB; if we composite them
* onto an RGBA framebuffer, we have to make sure for example that these get
* converted to the right color format first (using e.g. a shader).
*/
typedef enum _MetaMultiTextureFormat
{

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@ -19,9 +19,8 @@
*/
/**
* SECTION: meta-wayland-client
* @title MetaWaylandClient
* @include: gio/gsubprocess.h
* MetaWaylandClient:
*
* A class that allows to launch a trusted client and detect if an specific
* Wayland window belongs to it.
*/