Replace leftover gtk-doc syntax (#Type) with backquotes.
/**
* gsk_gl_renderer_new:
*
- * Creates a new #GskRenderer using OpenGL. This is the default renderer
- * used by GTK.
+ * Creates a new `GskRenderer` using OpenGL.
*
* Returns: a new GL renderer
- **/
+ */
GskRenderer *
gsk_gl_renderer_new (void)
{
* GskRenderNodeType:
* @GSK_NOT_A_RENDER_NODE: Error type. No node will ever have this type.
* @GSK_CONTAINER_NODE: A node containing a stack of children
- * @GSK_CAIRO_NODE: A node drawing a #cairo_surface_t
+ * @GSK_CAIRO_NODE: A node drawing a `cairo_surface_t`
* @GSK_COLOR_NODE: A node drawing a single color rectangle
* @GSK_LINEAR_GRADIENT_NODE: A node drawing a linear gradient
* @GSK_REPEATING_LINEAR_GRADIENT_NODE: A node drawing a repeating linear gradient
* @GSK_REPEATING_RADIAL_GRADIENT_NODE: A node drawing a repeating radial gradient
* @GSK_CONIC_GRADIENT_NODE: A node drawing a conic gradient
* @GSK_BORDER_NODE: A node stroking a border around an area
- * @GSK_TEXTURE_NODE: A node drawing a #GdkTexture
+ * @GSK_TEXTURE_NODE: A node drawing a `GdkTexture`
* @GSK_INSET_SHADOW_NODE: A node drawing an inset shadow
* @GSK_OUTSET_SHADOW_NODE: A node drawing an outset shadow
* @GSK_TRANSFORM_NODE: A node that renders its child after applying a matrix transform
* @GSK_CORNER_BOTTOM_RIGHT: The bottom right corner
* @GSK_CORNER_BOTTOM_LEFT: The bottom left corner
*
- * The corner indices used by #GskRoundedRect.
+ * The corner indices used by `GskRoundedRect`.
*/
typedef enum {
GSK_CORNER_TOP_LEFT,
* gsk_shader_args_builder_free_to_args: (skip)
* @builder: a `GskShaderArgsBuilder`
*
- * Creates a new #GBytes args from the current state of the
+ * Creates a new `GBytes` args from the current state of the
* given @builder, and frees the @builder instance.
*
* Any uniforms of the shader that have not been explicitly set
/**
* GskShaderArgsBuilder:
*
- * An object to build the uniforms data for a #GskGLShader.
+ * An object to build the uniforms data for a `GskGLShader`.
*/
typedef struct _GskShaderArgsBuilder GskShaderArgsBuilder;
/*< private >
* gsk_renderer_get_root_node:
- * @renderer: a #GskRenderer
+ * @renderer: a `GskRenderer`
*
- * Retrieves the #GskRenderNode used by @renderer.
+ * Retrieves the `GskRenderNode` used by @renderer.
*
- * Returns: (transfer none) (nullable): a #GskRenderNode
+ * Returns: (transfer none) (nullable): a `GskRenderNode`
*/
GskRenderNode *
gsk_renderer_get_root_node (GskRenderer *renderer)
/*< private >
* gsk_renderer_get_profiler:
- * @renderer: a #GskRenderer
+ * @renderer: a `GskRenderer`
*
- * Retrieves a pointer to the GskProfiler instance of the renderer.
+ * Retrieves a pointer to the `GskProfiler` instance of the renderer.
*
* Returns: (transfer none): the profiler
*/
*
* Retrieves the colors of the border.
*
- * Returns: (transfer none): an array of 4 #GdkRGBA structs
+ * Returns: (transfer none): an array of 4 `GdkRGBA` structs
* for the top, right, bottom and left color of the border
*/
const GdkRGBA *
/**
* gsk_border_node_new:
- * @outline: a #GskRoundedRect describing the outline of the border
+ * @outline: a `GskRoundedRect` describing the outline of the border
* @border_width: (array fixed-size=4): the stroke width of the border on
* the top, right, bottom and left side respectively.
* @border_color: (array fixed-size=4): the color used on the top, right,
/**
* GskTextureNode:
*
- * A render node for a #GdkTexture.
+ * A render node for a `GdkTexture`.
*/
struct _GskTextureNode
{
/**
* gsk_clip_node_get_clip:
- * @node: (type GskClipNode): a #GskClipNode
+ * @node: (type GskClipNode): a `GskClipNode`
*
* Retrieves the clip rectangle for @node.
*
/**
* gsk_text_node_new:
- * @font: the #PangoFont containing the glyphs
- * @glyphs: the #PangoGlyphString to render
+ * @font: the `PangoFont` containing the glyphs
+ * @glyphs: the `PangoGlyphString` to render
* @color: the foreground color to render with
* @offset: offset of the baseline
*
/**
* gsk_gl_shader_node_new:
- * @shader: the #GskGLShader
+ * @shader: the `GskGLShader`
* @bounds: the rectangle to render the shader into
* @args: Arguments for the uniforms
* @children: (array length=n_children): array of child nodes, these will
*
* Gets shader code for the node.
*
- * Returns: (transfer none): the #GskGLShader shader
+ * Returns: (transfer none): the `GskGLShader` shader
*/
GskGLShader *
gsk_gl_shader_node_get_shader (const GskRenderNode *node)
*
* Gets args for the node.
*
- * Returns: (transfer none): A #GBytes with the uniform arguments
+ * Returns: (transfer none): A `GBytes` with the uniform arguments
*/
GBytes *
gsk_gl_shader_node_get_args (const GskRenderNode *node)
/**
* gsk_render_node_serialize:
- * @node: a #GskRenderNode
+ * @node: a `GskRenderNode`
*
* Serializes the @node for later deserialization via
* gsk_render_node_deserialize(). No guarantees are made about the format
* The intended use of this functions is testing, benchmarking and debugging.
* The format is not meant as a permanent storage format.
*
- * Returns: a #GBytes representing the node.
+ * Returns: a `GBytes` representing the node.
**/
GBytes *
gsk_render_node_serialize (GskRenderNode *node)
/*< private >
* GskRenderNodeTypeInfo:
- * @node_type: the render node type in the #GskRenderNodeType enumeration
+ * @node_type: the render node type in the `GskRenderNodeType` enumeration
* @instance_size: the size of the render node instance
* @instance_init: (nullable): the instance initialization function
* @finalize: (nullable): the instance finalization function; must chain up to the
* @diff: (nullable): the function called by gsk_render_node_diff(); if unset,
* gsk_render_node_diff_impossible() will be used
*
- * A struction that contains the type information for a #GskRenderNode subclass,
+ * A struction that contains the type information for a `GskRenderNode` subclass,
* to be used by gsk_render_node_type_register_static().
*/
typedef struct
* @_w: the width
* @_h: the height
*
- * Initializes a #GskRoundedRect when declaring it.
+ * Initializes a `GskRoundedRect` when declaring it.
* All corner sizes will be initialized to 0.
*/
#define GSK_ROUNDED_RECT_INIT(_x,_y,_w,_h) (GskRoundedRect) { .bounds = GRAPHENE_RECT_INIT(_x,_y,_w,_h), \
* the result's category together with &next's category
* @next: (transfer full) (nullable): Next transform to multiply with
*
- * Returns: (transfer full): the newly created #GskTransform
+ * Returns: (transfer full): the newly created `GskTransform`
*/
static gpointer
gsk_transform_alloc (const GskTransformClass *transform_class,
/**
* gsk_transform_to_string:
- * @self: (nullable): a #GskTransform
+ * @self: (nullable): a `GskTransform`
*
* Converts a matrix into a string that is suitable for printing.
*
/**
* gsk_transform_to_2d:
- * @self: a 2D #GskTransform
+ * @self: a 2D `GskTransform`
* @out_xx: (out): return location for the xx member
* @out_yx: (out): return location for the yx member
* @out_xy: (out): return location for the xy member
/**
* gsk_transform_get_category:
- * @self: (nullable): A #GskTransform
+ * @self: (nullable): A `GskTransform`
*
* Returns the category this transform belongs to.
*
* @target: the target buffer such as %GL_ARRAY_BUFFER or %GL_UNIFORM_BUFFER
* @element_size: the size of elements within the buffer
*
- * Creates a new #GskNglBuffer which can be used to deliver data to shaders
+ * Creates a new `GskNglBuffer` which can be used to deliver data to shaders
* within a GLSL program. You can use this to store vertices such as with
* %GL_ARRAY_BUFFER or uniform data with %GL_UNIFORM_BUFFER.
*/
/**
* gsk_ngl_command_queue_split_draw:
- * @self a #GskNglCommandQueue
+ * @self a `GskNglCommandQueue`
*
* This function is like calling gsk_ngl_command_queue_end_draw() followed by
* a gsk_ngl_command_queue_begin_draw() with the same parameters as a
/**
* gsk_ngl_command_queue_execute:
- * @self: a #GskNglCommandQueue
+ * @self: a `GskNglCommandQueue`
* @surface_height: the height of the backing surface
* @scale_factor: the scale factor of the backing surface
* #scissor: (nullable): the scissor clip if any
/**
* gsk_ngl_command_queue_end_frame:
- * @self: a #GskNglCommandQueue
+ * @self: a `GskNglCommandQueue`
*
* This function performs cleanup steps that need to be done after
* a frame has finished. This is not performed as part of the command
guint vbo_offset;
/* The offset within the array of uniform changes to be made containing
- * @uniform_count #GskNglCommandUniform elements to apply.
+ * @uniform_count `GskNglCommandUniform` elements to apply.
*/
guint uniform_offset;
/* The offset within the array of bind changes to be made containing
- * @bind_count #GskNglCommandBind elements to apply.
+ * @bind_count `GskNglCommandBind` elements to apply.
*/
guint bind_offset;
} GskNglCommandDraw;
/**
* gsk_ngl_driver_autorelease_framebuffer:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @framebuffer_id: the id of the OpenGL framebuffer
*
* Marks @framebuffer_id to be deleted when the current frame has cmopleted.
/**
* gsk_ngl_driver_from_shared_context:
- * @context: a shared #GdkGLContext retrieved with gdk_gl_context_get_shared_context()
+ * @context: a shared `GdkGLContext` retrieved with gdk_gl_context_get_shared_context()
* @debug_shaders: if debug information for shaders should be displayed
* @error: location for error information
*
* Retrieves a driver for a shared context. Generally this is shared across all GL
* contexts for a display so that fewer programs are necessary for driving output.
*
- * Returns: (transfer full): a #GskNglDriver if successful; otherwise %NULL and
+ * Returns: (transfer full): a `GskNglDriver` if successful; otherwise %NULL and
* @error is set.
*/
GskNglDriver *
/**
* gsk_ngl_driver_begin_frame:
- * @self: a #GskNglDriver
- * @command_queue: A #GskNglCommandQueue from the renderer
+ * @self: a `GskNglDriver`
+ * @command_queue: A `GskNglCommandQueue` from the renderer
*
* Begin a new frame.
*
/**
* gsk_ngl_driver_end_frame:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
*
* Clean up resources from drawing the current frame.
*
/**
* gsk_ngl_driver_after_frame:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
*
* This function does post-frame cleanup operations.
*
/**
* gsk_ngl_driver_cache_texture:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @key: the key for the texture
* @texture_id: the id of the texture to be cached
*
/**
* gsk_ngl_driver_load_texture:
- * @self: a #GdkTexture
- * @texture: a #GdkTexture
+ * @self: a `GdkTexture`
+ * @texture: a `GdkTexture`
* @min_filter: GL_NEAREST or GL_LINEAR
* @mag_filter: GL_NEAREST or GL_LINEAR
*
- * Loads a #GdkTexture by uploading the contents to the GPU when
- * necessary. If @texture is a #GdkGLTexture, it can be used without
+ * Loads a `GdkTexture` by uploading the contents to the GPU when
+ * necessary. If @texture is a `GdkGLTexture`, it can be used without
* uploading contents to the GPU.
*
* If the texture has already been uploaded and not yet released
/**
* gsk_ngl_driver_create_texture:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @width: the width of the texture
* @height: the height of the texture
* @min_filter: GL_NEAREST or GL_LINEAR
* Use gsk_ngl_driver_release_texture() to release this texture back into
* the pool so it may be reused later in the pipeline.
*
- * Returns: a #GskNglTexture which can be returned to the pool with
+ * Returns: a `GskNglTexture` which can be returned to the pool with
* gsk_ngl_driver_release_texture().
*/
GskNglTexture *
/**
* gsk_ngl_driver_release_texture:
- * @self: a #GskNglDriver
- * @texture: a #GskNglTexture
+ * @self: a `GskNglDriver`
+ * @texture: a `GskNglTexture`
*
* Releases @texture back into the pool so that it can be used later
* in the command stream by future batches. This helps reduce VRAM
/**
* gsk_ngl_driver_create_render_target:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @width: the width for the render target
* @height: the height for the render target
* @min_filter: the min filter to use for the texture
/**
* gsk_ngl_driver_release_render_target:
- * @self: a #GskNglDriver
- * @render_target: a #GskNglRenderTarget created with
+ * @self: a `GskNglDriver`
+ * @render_target: a `GskNglRenderTarget` created with
* gsk_ngl_driver_create_render_target().
* @release_texture: if the texture should also be released
*
/**
* gsk_ngl_driver_lookup_shader:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @shader: the shader to lookup or load
- * @error: a location for a #GError
+ * @error: a location for a `GError`
*
* Attepts to load @shader from the shader cache.
*
* If it has not been loaded, then it will compile the shader on demand.
*
- * Returns: (nullable) (transfer none): a #GskGLShader
+ * Returns: (nullable) (transfer none): a `GskGLShader`
*/
GskNglProgram *
gsk_ngl_driver_lookup_shader (GskNglDriver *self,
/**
* gsk_ngl_driver_lookup_texture:
- * @self: a #GskNglDriver
+ * @self: a `GskNglDriver`
* @key: the key for the texture
*
* Looks up a texture in the texture cache by @key.
/**
* gsk_ngl_program_add_uniform:
- * @self: a #GskNglProgram
+ * @self: a `GskNglProgram`
* @name: the name of the uniform such as "u_source"
* @key: the identifier to use for the uniform
*
/**
* gsk_ngl_program_delete:
- * @self: a #GskNglProgram
+ * @self: a `GskNglProgram`
*
* Deletes the GLSL program.
*
/**
* gsk_ngl_program_uniforms_added:
- * @self: a #GskNglProgram
+ * @self: a `GskNglProgram`
* @has_attachments: if any uniform is for a bind/texture attachment
*
* This function should be called after all of the uniforms ahve
/**
* gsk_ngl_renderer_new:
*
- * Creates a new #GskRenderer using the new OpenGL renderer.
+ * Creates a new `GskRenderer` using the new OpenGL renderer.
*
* Returns: a new NGL renderer
*
/**
* gsk_ngl_uniform_state_set_texture:
- * @state: a #GskNglUniformState
+ * @state: a `GskNglUniformState`
* @program: the program id
* @location: the location of the texture
* @texture_slot: a texturing slot such as GL_TEXTURE0
/**
* gsk_ngl_uniform_state_set_color:
- * @state: a #GskNglUniformState
+ * @state: a `GskNglUniformState`
* @program: a program id > 0
* @location: the uniform location
* @color: a color to set or %NULL for transparent
* @info: the uniform info
*
* This function can be used to apply state that was previously recorded
- * by the #GskNglUniformState.
+ * by the `GskNglUniformState`.
*
- * It is specifically useful from the GskNglCommandQueue to execute uniform
+ * It is specifically useful from the `GskNglCommandQueue` to execute uniform
* changes but only when they have changed from the current value.
*/
static inline void