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authorMatthias Clasen <mclasen@redhat.com>2020-09-23 14:46:35 -0400
committerMatthias Clasen <mclasen@redhat.com>2020-09-23 14:46:35 -0400
commitefa0fa0bf4215c879c39234bb96a1a63d87a4c70 (patch)
treeda0441e7597e871a9a7ca56224e37fd3d14e1e8c
parent1b6f7917ede1aeb3ad43847dbbc0353e87ed7cff (diff)
downloadgtk+-efa0fa0bf4215c879c39234bb96a1a63d87a4c70.tar.gz
gsk: Small doc fixups
Tweak the gl shader docs here and there.
-rw-r--r--gsk/gskglshader.c6
-rw-r--r--gsk/gskrendernodeimpl.c16
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
*/