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author | Erik Faye-Lund <erik.faye-lund@collabora.com> | 2021-03-19 13:44:38 +0100 |
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committer | Marge Bot <eric+marge@anholt.net> | 2021-04-01 08:15:08 +0000 |
commit | 87b83531bfcd7858ec71df25a6d172a25027a80b (patch) | |
tree | f6b3e45ac9428572bcef48f8ef93143243f1d0b7 /docs | |
parent | 200e56f84d91a831b48a78be6ba5562fcc6b5caf (diff) | |
download | mesa-87b83531bfcd7858ec71df25a6d172a25027a80b.tar.gz mesa-87b83531bfcd7858ec71df25a6d172a25027a80b.tar.bz2 mesa-87b83531bfcd7858ec71df25a6d172a25027a80b.zip |
docs: fix invalid rst
We need a single empty line between the code-block state and the text
in the block, otherwise the rST is invalid and the entire block will be
dropped, as is currently the case on the website.
While we're at it, remove some needless colons from these code-blocks as
well. They're not needed, and we usually don't have these in the docs.
Fixes: a2a8c6a36c1 ("docs: Add some documentation of game GL buffer object mapping behavior.")
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9710>
Diffstat (limited to 'docs')
-rw-r--r-- | docs/gallium/buffermapping.rst | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/docs/gallium/buffermapping.rst b/docs/gallium/buffermapping.rst index b876ad971e9..51f57ea4ec1 100644 --- a/docs/gallium/buffermapping.rst +++ b/docs/gallium/buffermapping.rst @@ -20,7 +20,7 @@ behavior. Portal 2 ======== -.. code-block:: console: +.. code-block:: console 1030842 glXSwapBuffers(dpy = 0x82a8000, drawable = 20971540) 1030876 glBufferDataARB(target = GL_ELEMENT_ARRAY_BUFFER, size = 65536, data = NULL, usage = GL_DYNAMIC_DRAW) @@ -54,7 +54,8 @@ the GPU access from the previous frame has completed. This pattern of incrementing ``glBufferSubData()`` offsets interleaved with draws from that data is common among newer Valve games. -.. code-block:: console: +.. code-block:: console + [ during setup ] 679259 glGenBuffersARB(n = 1, buffers = &1314) @@ -92,7 +93,7 @@ during setup. Terraria ======== -.. code-block:: console: +.. code-block:: console 167581 glXSwapBuffers(dpy = 0x3004630, drawable = 25165844) @@ -113,7 +114,7 @@ synchronization. Don't Starve ============ -.. code-block:: console: +.. code-block:: console 7251917 glGenBuffers(n = 1, buffers = &115052) 7251918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 115052) @@ -141,7 +142,7 @@ always happen at the end of the next frame. Euro Truck Simulator ==================== -.. code-block:: console: +.. code-block:: console [usage of VBO 14,15] [...] @@ -198,7 +199,7 @@ different buffer. Plague Inc ========== -.. code-block:: console: +.. code-block:: console 1640732 glXSwapBuffers(dpy = 0xb218f20, drawable = 23068674) 1640733 glClientWaitSync(sync = 0xb4141430, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -245,7 +246,7 @@ ranges when in explicit mode. Darkest Dungeon =============== -.. code-block:: console: +.. code-block:: console 938384 glXSwapBuffers(dpy = 0x377fcd0, drawable = 23068692) @@ -275,7 +276,7 @@ frame. Tabletop Simulator ================== -.. code-block:: console: +.. code-block:: console 1287594 glXSwapBuffers(dpy = 0x3e10810, drawable = 23068692) 1287595 glClientWaitSync(sync = 0x7abf554e37b0, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -305,7 +306,7 @@ the current frame, so the unsynchronized access to the buffers is safe. Hollow Knight ============= -.. code-block:: console: +.. code-block:: console 1873034 glXSwapBuffers(dpy = 0x28609d0, drawable = 23068692) 1873035 glClientWaitSync(sync = 0x7b1a5ca6e130, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -343,7 +344,7 @@ frame's buffer. Borderlands 2 ============= -.. code-block:: console: +.. code-block:: console 3561998 glFlush() 3562004 glXSwapBuffers(dpy = 0xbaf0f90, drawable = 23068705) |