[Mesa-dev] [PATCH 2/3] remove main page tags from source files

Kevin Rogovin kevin.rogovin at intel.com
Mon Oct 7 23:06:55 PDT 2013


---
 src/gbm/main/gbm.h          | 10 +---------
 src/mapi/glapi/glapi.h      | 17 +----------------
 src/mesa/main/context.c     | 45 ---------------------------------------------
 src/mesa/program/program.h  |  8 +-------
 src/mesa/swrast/s_context.h | 10 +---------
 src/mesa/tnl/t_context.h    | 16 +---------------
 src/mesa/vbo/vbo_context.h  | 18 ------------------
 src/mesa/vbo/vbo_split.h    |  8 +-------
 8 files changed, 6 insertions(+), 126 deletions(-)

diff --git a/src/gbm/main/gbm.h b/src/gbm/main/gbm.h
index 9d2a030..ee4bd75 100644
--- a/src/gbm/main/gbm.h
+++ b/src/gbm/main/gbm.h
@@ -46,15 +46,7 @@ struct gbm_device;
 struct gbm_bo;
 struct gbm_surface;
 
-/**
- * \mainpage The Generic Buffer Manager
- *
- * This module provides an abstraction that the caller can use to request a
- * buffer from the underlying memory management system for the platform.
- *
- * This allows the creation of portable code whilst still allowing access to
- * the underlying memory manager.
- */
+
 
 /**
  * Abstraction representing the handle to a buffer allocated by the
diff --git a/src/mapi/glapi/glapi.h b/src/mapi/glapi/glapi.h
index c764271..bf6e0de 100644
--- a/src/mapi/glapi/glapi.h
+++ b/src/mapi/glapi/glapi.h
@@ -23,22 +23,7 @@
  */
 
 
-/**
- * \mainpage Mesa GL API Module
- *
- * \section GLAPIIntroduction Introduction
- *
- * The Mesa GL API module is responsible for dispatching all the
- * gl*() functions.  All GL functions are dispatched by jumping through
- * the current dispatch table (basically a struct full of function
- * pointers.)
- *
- * A per-thread current dispatch table and per-thread current context
- * pointer are managed by this module too.
- *
- * This module is intended to be non-Mesa-specific so it can be used
- * with the X/DRI libGL also.
- */
+
 
 
 #ifndef _GLAPI_H
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 0d1f71c..2717ed6 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -29,51 +29,6 @@
  * \author Brian Paul
  */
 
-/**
- * \mainpage Mesa Main Module
- *
- * \section MainIntroduction Introduction
- *
- * The Mesa Main module consists of all the files in the main/ directory.
- * Among the features of this module are:
- * <UL>
- * <LI> Structures to represent most GL state </LI>
- * <LI> State set/get functions </LI>
- * <LI> Display lists </LI>
- * <LI> Texture unit, object and image handling </LI>
- * <LI> Matrix and attribute stacks </LI>
- * </UL>
- *
- * Other modules are responsible for API dispatch, vertex transformation,
- * point/line/triangle setup, rasterization, vertex array caching,
- * vertex/fragment programs/shaders, etc.
- *
- *
- * \section AboutDoxygen About Doxygen
- *
- * If you're viewing this information as Doxygen-generated HTML you'll
- * see the documentation index at the top of this page.
- *
- * The first line lists the Mesa source code modules.
- * The second line lists the indexes available for viewing the documentation
- * for each module.
- *
- * Selecting the <b>Main page</b> link will display a summary of the module
- * (this page).
- *
- * Selecting <b>Data Structures</b> will list all C structures.
- *
- * Selecting the <b>File List</b> link will list all the source files in
- * the module.
- * Selecting a filename will show a list of all functions defined in that file.
- *
- * Selecting the <b>Data Fields</b> link will display a list of all
- * documented structure members.
- *
- * Selecting the <b>Globals</b> link will display a list
- * of all functions, structures, global variables and macros in the module.
- *
- */
 
 
 #include "glheader.h"
diff --git a/src/mesa/program/program.h b/src/mesa/program/program.h
index 34965ab..17b21f9 100644
--- a/src/mesa/program/program.h
+++ b/src/mesa/program/program.h
@@ -29,13 +29,7 @@
  */
 
 
-/**
- * \mainpage Mesa vertex and fragment program module
- *
- * This module or directory contains most of the code for vertex and
- * fragment programs and shaders, including state management, parsers,
- * and (some) software routines for executing programs
- */
+
 
 #ifndef PROGRAM_H
 #define PROGRAM_H
diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h
index eec711f..5508dce 100644
--- a/src/mesa/swrast/s_context.h
+++ b/src/mesa/swrast/s_context.h
@@ -29,15 +29,7 @@
  * \author Keith Whitwell <keith at tungstengraphics.com>
  */
 
-/**
- * \mainpage swrast module
- *
- * This module, software rasterization, contains the software fallback
- * routines for drawing points, lines, triangles, bitmaps and images.
- * All rendering boils down to writing spans (arrays) of pixels with
- * particular colors.  The span-writing routines must be implemented
- * by the device driver.
- */
+
 
 
 #ifndef S_CONTEXT_H
diff --git a/src/mesa/tnl/t_context.h b/src/mesa/tnl/t_context.h
index e89a7f8..61df562 100644
--- a/src/mesa/tnl/t_context.h
+++ b/src/mesa/tnl/t_context.h
@@ -29,21 +29,7 @@
  */
 
 
-/**
- * \mainpage The TNL-module
- *
- * TNL stands for "transform and lighting", i.e. this module implements
- * a pipeline that receives as input a buffer of vertices and does all
- * necessary transformations (rotations, clipping, vertex shader etc.)
- * and passes then the output to the rasterizer.
- *
- * The tnl_pipeline contains the array of all stages, which should be
- * applied. Each stage is a black-box, which is described by an
- * tnl_pipeline_stage. The function ::_tnl_run_pipeline applies all the
- * stages to the vertex_buffer TNLcontext::vb, where the vertex data
- * is stored. The last stage in the pipeline is the rasterizer.
- *
- */
+
 
 
 #ifndef _T_CONTEXT_H
diff --git a/src/mesa/vbo/vbo_context.h b/src/mesa/vbo/vbo_context.h
index 1680e23..9399935 100644
--- a/src/mesa/vbo/vbo_context.h
+++ b/src/mesa/vbo/vbo_context.h
@@ -29,24 +29,6 @@
  */
 
 
-/**
- * \mainpage The VBO builder module
- *
- * This module hooks into the GL dispatch table and catches all vertex
- * building and drawing commands, such as glVertex3f, glBegin and
- * glDrawArrays.  The module stores all incoming vertex data as arrays
- * in GL vertex buffer objects (VBOs), and translates all drawing
- * commands into calls to a driver supplied DrawPrimitives() callback.
- *
- * The module captures both immediate mode and display list drawing,
- * and manages the allocation, reference counting and deallocation of
- * vertex buffer objects itself.
- * 
- * The DrawPrimitives() callback can be either implemented by the
- * driver itself or hooked to the tnl module's _tnl_draw_primitives()
- * function for hardware without tnl capablilties or during fallbacks.
- */
-
 
 #ifndef _VBO_CONTEXT_H
 #define _VBO_CONTEXT_H
diff --git a/src/mesa/vbo/vbo_split.h b/src/mesa/vbo/vbo_split.h
index 16276ec..a92faf5 100644
--- a/src/mesa/vbo/vbo_split.h
+++ b/src/mesa/vbo/vbo_split.h
@@ -29,13 +29,7 @@
  */
 
 
-/**
- * \mainpage The VBO splitter
- *
- * This is the private data used internally to the vbo_split_prims()
- * helper function.  Nobody outside the vbo_split* files needs to
- * include or know about this structure.
- */
+
 
 
 #ifndef _VBO_SPLIT_H
-- 
1.8.1.2



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