Cleanup: Make format

This commit is contained in:
Hans Goudey
2024-01-18 11:40:19 -05:00
parent 0b67cc1db4
commit 4d03de9113
2 changed files with 55 additions and 56 deletions

View File

@@ -916,23 +916,22 @@ static PyObject *pygpu_shader_info_push_constant(BPyGPUShaderCreateInfo *self,
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_info_vertex_source_doc,
".. method:: vertex_source(source)\n"
"\n"
" Vertex shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"void main {gl_Position = vec4(pos, 1.0);}\"\n"
"\n"
" :arg source: The vertex shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
PyDoc_STRVAR(pygpu_shader_info_vertex_source_doc,
".. method:: vertex_source(source)\n"
"\n"
" Vertex shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"void main {gl_Position = vec4(pos, 1.0);}\"\n"
"\n"
" :arg source: The vertex shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
static PyObject *pygpu_shader_info_vertex_source(BPyGPUShaderCreateInfo *self, PyObject *o)
{
const char *vertex_source = PyUnicode_AsUTF8(o);
@@ -957,27 +956,26 @@ static PyObject *pygpu_shader_info_vertex_source(BPyGPUShaderCreateInfo *self, P
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_info_compute_source_doc,
".. method:: compute_source(source)\n"
"\n"
" compute shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"\"\"void main() {\n"
" int2 index = int2(gl_GlobalInvocationID.xy);\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
" imageStore(img_output, index, color);\n"
" }\"\"\"\n"
"\n"
" :arg source: The compute shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
PyDoc_STRVAR(pygpu_shader_info_compute_source_doc,
".. method:: compute_source(source)\n"
"\n"
" compute shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"\"\"void main() {\n"
" int2 index = int2(gl_GlobalInvocationID.xy);\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"
" imageStore(img_output, index, color);\n"
" }\"\"\"\n"
"\n"
" :arg source: The compute shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
static PyObject *pygpu_shader_info_compute_source(BPyGPUShaderCreateInfo *self, PyObject *o)
{
const char *compute_source = PyUnicode_AsUTF8(o);
@@ -1002,23 +1000,22 @@ static PyObject *pygpu_shader_info_compute_source(BPyGPUShaderCreateInfo *self,
Py_RETURN_NONE;
}
PyDoc_STRVAR(
pygpu_shader_info_fragment_source_doc,
".. method:: fragment_source(source)\n"
"\n"
" Fragment shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"void main {fragColor = vec4(0.0, 0.0, 0.0, 1.0);}\"\n"
"\n"
" :arg source: The fragment shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
PyDoc_STRVAR(pygpu_shader_info_fragment_source_doc,
".. method:: fragment_source(source)\n"
"\n"
" Fragment shader source code written in GLSL.\n"
"\n"
" Example:\n"
"\n"
" .. code-block:: python\n"
"\n"
" \"void main {fragColor = vec4(0.0, 0.0, 0.0, 1.0);}\"\n"
"\n"
" :arg source: The fragment shader source code.\n"
" :type source: str\n"
"\n"
" .. seealso:: `GLSL Cross Compilation "
"<https://developer.blender.org/docs/features/gpu/glsl_cross_compilation/>`__\n");
static PyObject *pygpu_shader_info_fragment_source(BPyGPUShaderCreateInfo *self, PyObject *o)
{
const char *fragment_source = PyUnicode_AsUTF8(o);