Cleanup: use '*' prefixed multi-line comment blocks
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@@ -165,8 +165,7 @@ TEST_F(LibQueryTest, libquery_basic)
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FOREACH_MAIN_ID_END;
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/* Set an invalid user-count value to IDs directly used by the scene.
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* This includes these used by its embedded IDs, like the master collection, and the scene
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itself
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* This includes these used by its embedded IDs, like the master collection, and the scene itself
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* (through the loop-back pointers of embedded IDs to their owner). */
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auto set_count = [](LibraryIDLinkCallbackData *cb_data) -> int {
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if (*(cb_data->id_pointer)) {
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@@ -599,10 +599,10 @@ void BLI_windows_exception_show_dialog(const char *filepath_crashlog,
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const TASKDIALOG_BUTTON buttons[] = {
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{IDRETRY, L"Restart"},
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#if 0
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/* This lead to a large influx of low quality reports on the tracker,
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and has been disabled for that reason, we can re-enable this when
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a better workflow has been established. */
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{IDOK, L"Report a Bug"},
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/* This lead to a large influx of low quality reports on the tracker,
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* and has been disabled for that reason, we can re-enable this when
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* a better workflow has been established. */
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{IDOK, L"Report a Bug"},
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#endif
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{IDHELP, L"View Crash Log"},
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{IDCLOSE, L"Close"}
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@@ -4318,8 +4318,8 @@ static std::optional<float2> find_visible_center_of_link(const View2D &v2d,
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return 1e5f + distance_to_center;
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}
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return
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/* The larger the distance to the link center, the higher the cost. The importance of this
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distance decreases the further the center is away. */
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/* The larger the distance to the link center, the higher the cost.
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* The importance of this distance decreases the further the center is away. */
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std::sqrt(distance_to_center)
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/* The larger the distance to the inner rectangle, the higher the cost. Apply an additional
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* factor because it's more important that the position stays visible than that it is at
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@@ -151,8 +151,9 @@ static ConversionType type_of_conversion_float(const TextureFormat host_format,
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* pretends that host data is a float. It is actually raw BCn bits. */
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return ConversionType::PASS_THROUGH;
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case TextureFormat::SFLOAT_32_32_32: /* TextureFormat::SFLOAT_32_32_32
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Not supported by vendors. */
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/* #TextureFormat::SFLOAT_32_32_32 Not supported by vendors. */
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case TextureFormat::SFLOAT_32_32_32:
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case TextureFormat::UINT_8_8_8_8:
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case TextureFormat::SINT_8_8_8_8:
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case TextureFormat::UINT_16_16_16_16:
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@@ -550,8 +551,9 @@ static ConversionType type_of_conversion_uint248(const TextureFormat device_form
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case TextureFormat::SNORM_DXT3:
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case TextureFormat::SNORM_DXT5:
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case TextureFormat::SFLOAT_32_32_32: /* TextureFormat::SFLOAT_32_32_32
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Not supported by vendors. */
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/* #TextureFormat::SFLOAT_32_32_32 Not supported by vendors. */
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case TextureFormat::SFLOAT_32_32_32:
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case TextureFormat::UINT_8_8_8_8:
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case TextureFormat::SINT_8_8_8_8:
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case TextureFormat::UINT_16_16_16_16:
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@@ -325,7 +325,7 @@ const Display *LibOCIOConfig::get_default_display() const
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const Display *LibOCIOConfig::get_display_by_name(const StringRefNull name) const
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{
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//* TODO(sergey): Is there faster way to lookup Blender-side display?
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/* TODO(@sergey): Is there faster way to lookup Blender-side display? */
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for (const LibOCIODisplay &display : displays_) {
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if (display.name() == name) {
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return &display;
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