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author | Matthias Clasen <mclasen@redhat.com> | 2020-09-23 14:46:35 -0400 |
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committer | Matthias Clasen <mclasen@redhat.com> | 2020-09-23 14:46:35 -0400 |
commit | efa0fa0bf4215c879c39234bb96a1a63d87a4c70 (patch) | |
tree | da0441e7597e871a9a7ca56224e37fd3d14e1e8c | |
parent | 1b6f7917ede1aeb3ad43847dbbc0353e87ed7cff (diff) | |
download | gtk+-efa0fa0bf4215c879c39234bb96a1a63d87a4c70.tar.gz |
gsk: Small doc fixups
Tweak the gl shader docs here and there.
-rw-r--r-- | gsk/gskglshader.c | 6 | ||||
-rw-r--r-- | gsk/gskrendernodeimpl.c | 16 |
2 files changed, 12 insertions, 10 deletions
diff --git a/gsk/gskglshader.c b/gsk/gskglshader.c index cf392160ae..2b5ae745aa 100644 --- a/gsk/gskglshader.c +++ b/gsk/gskglshader.c @@ -19,12 +19,12 @@ /** * SECTION:GskGLShader * @Title: GskGLShader - * @Short_description: A description of GskGLShader + * @Short_description: Fragment shaders for GSK * * A #GskGLShader is a snippet of GLSL that is meant to run in the - * fragment shader of the rendering pipeline. A fragment shader it + * fragment shader of the rendering pipeline. A fragment shader * gets the coordinates being rendered as input and produces the - * pixel values for that particular pixel. Additionally the + * pixel values for that particular pixel. Additionally, the * shader can declare a set of other input arguments, called * uniforms (as they are uniform over all the calls to your shader in * each instance of use). A shader can also receive up to 4 diff --git a/gsk/gskrendernodeimpl.c b/gsk/gskrendernodeimpl.c index 8b0ba45350..f59c93cbc5 100644 --- a/gsk/gskrendernodeimpl.c +++ b/gsk/gskrendernodeimpl.c @@ -4549,17 +4549,19 @@ gsk_gl_shader_node_diff (GskRenderNode *node1, * @children: List of child nodes, these will be rendered to textures and used as input. * @n_children: Length of @children (currenly the GL backend only supports max 4 children) * - * Creates a #GskRenderNode that will render the given @gl_program into the area given by @bounds. - * The @uniform_data is a block of data to use for uniform input, as per types and offsets - * defined by the @shader. Normally this is generated by gsk_gl_shader_format_uniform_data_va(). + * Creates a #GskRenderNode that will render the given @shader into the area + * given by @bounds. The @uniform_data is a block of data to use for uniform + * input, as per types and offsets defined by the @shader. Normally this is + * generated by a #GskUniformDataBuilder. * * See #GskGLShader for details about how the shader should be written. * - * All the children will be rendered into textures, if they aren't already #GskTextureNode:s - * then they will be used directly. These textures will be sent as input to the shader. + * All the children will be rendered into textures (if they aren't already + * #GskTextureNodes, which will be used directly). These textures will be + * sent as input to the shader. * - * If the backend doesn't support GL shaders, or if there is any problem when compiling - * the shader, then the fallback shader node will be used instead. + * If the backend doesn't support GL shaders, or if there is any problem when + * compiling the shader, then the fallback shader node will be used instead. * * Returns: (transfer full) (type GskGLShaderNode): A new #GskRenderNode */ |