59 #ifdef DRW_UNUSED_RESOURCE_TRACKING
60 # define DRW_DEBUG_FILE_LINE_ARGS , const char *file, int line
62 # define DRW_DEBUG_FILE_LINE_ARGS
92 #define DRW_VIEWPORT_LIST_SIZE(list) \
93 (sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : (sizeof(list) / sizeof(void *)))
96 #define DRW_VIEWPORT_DATA_SIZE(ty) \
98 DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
99 DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
100 DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)), \
134 const struct rcti *rect);
161 const float *fpixels);
171 const float *fpixels);
183 #define DRW_TEXTURE_FREE_SAFE(tex) \
186 DRW_texture_free(tex); \
191 #define DRW_UBO_FREE_SAFE(ubo) \
194 GPU_uniformbuf_free(ubo); \
202 const char *vert,
const char *geom,
const char *frag,
const char *defines,
const char *name);
219 const char **varying_names,
228 #define DRW_shader_create(vert, geom, frag, defines) \
229 DRW_shader_create_ex(vert, geom, frag, defines, __func__)
230 #define DRW_shader_create_with_lib(vert, geom, frag, lib, defines) \
231 DRW_shader_create_with_lib_ex(vert, geom, frag, lib, defines, __func__)
232 #define DRW_shader_create_with_shaderlib(vert, geom, frag, lib, defines) \
233 DRW_shader_create_with_shaderlib_ex(vert, geom, frag, lib, defines, __func__)
234 #define DRW_shader_create_fullscreen(frag, defines) \
235 DRW_shader_create_fullscreen_ex(frag, defines, __func__)
236 #define DRW_shader_create_fullscreen_with_shaderlib(frag, lib, defines) \
237 DRW_shader_create_fullscreen_with_shaderlib_ex(frag, lib, defines, __func__)
254 #define DRW_SHADER_FREE_SAFE(shader) \
256 if (shader != NULL) { \
257 DRW_shader_free(shader); \
268 const char *lib_code,
269 const char *lib_name);
270 #define DRW_SHADER_LIB_ADD(lib, lib_name) \
271 DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
278 const char *shader_code);
281 #define DRW_SHADER_LIB_FREE_SAFE(lib) \
284 DRW_shader_library_free(lib); \
350 #define DRW_STATE_DEFAULT \
351 (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
352 #define DRW_STATE_BLEND_ENABLED \
353 (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
354 DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
355 DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
356 #define DRW_STATE_RASTERIZER_ENABLED \
357 (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
358 DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
359 #define DRW_STATE_DEPTH_TEST_ENABLED \
360 (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
361 DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
362 #define DRW_STATE_STENCIL_TEST_ENABLED \
363 (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
364 #define DRW_STATE_WRITE_STENCIL_ENABLED \
365 (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
366 DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
381 #define DRW_shgroup_instance_format(format, ...) \
383 if (format == NULL) { \
384 DRWInstanceAttrFormat drw_format[] = __VA_ARGS__; \
385 format = DRW_shgroup_instance_format_array( \
386 drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttrFormat))); \
414 #define DRW_shgroup_call(shgroup, geom, ob) \
415 DRW_shgroup_call_ex(shgroup, ob, NULL, geom, false, NULL)
420 #define DRW_shgroup_call_obmat(shgroup, geom, obmat) \
421 DRW_shgroup_call_ex(shgroup, NULL, obmat, geom, false, NULL)
425 #define DRW_shgroup_call_with_callback(shgroup, geom, ob, user_data) \
426 DRW_shgroup_call_ex(shgroup, ob, NULL, geom, false, user_data)
431 #define DRW_shgroup_call_no_cull(shgroup, geom, ob) \
432 DRW_shgroup_call_ex(shgroup, ob, NULL, geom, true, NULL)
486 #define DRW_buffer_add_entry(buffer, ...) \
488 const void *array[] = {__VA_ARGS__}; \
489 DRW_buffer_add_entry_array(buffer, array, (sizeof(array) / sizeof(*array))); \
619 const float (*value)[4]);
633 #ifdef DRW_UNUSED_RESOURCE_TRACKING
634 # define DRW_shgroup_vertex_buffer(shgroup, name, vert) \
635 DRW_shgroup_vertex_buffer_ex(shgroup, name, vert, __FILE__, __LINE__)
636 # define DRW_shgroup_vertex_buffer_ref(shgroup, name, vert) \
637 DRW_shgroup_vertex_buffer_ref_ex(shgroup, name, vert, __FILE__, __LINE__)
638 # define DRW_shgroup_uniform_block(shgroup, name, ubo) \
639 DRW_shgroup_uniform_block_ex(shgroup, name, ubo, __FILE__, __LINE__)
640 # define DRW_shgroup_uniform_block_ref(shgroup, name, ubo) \
641 DRW_shgroup_uniform_block_ref_ex(shgroup, name, ubo, __FILE__, __LINE__)
642 # define DRW_shgroup_storage_block(shgroup, name, ssbo) \
643 DRW_shgroup_storage_block_ex(shgroup, name, ssbo, __FILE__, __LINE__)
644 # define DRW_shgroup_storage_block_ref(shgroup, name, ssbo) \
645 DRW_shgroup_storage_block_ref_ex(shgroup, name, ssbo, __FILE__, __LINE__)
647 # define DRW_shgroup_vertex_buffer(shgroup, name, vert) \
648 DRW_shgroup_vertex_buffer_ex(shgroup, name, vert)
649 # define DRW_shgroup_vertex_buffer_ref(shgroup, name, vert) \
650 DRW_shgroup_vertex_buffer_ref_ex(shgroup, name, vert)
651 # define DRW_shgroup_uniform_block(shgroup, name, ubo) \
652 DRW_shgroup_uniform_block_ex(shgroup, name, ubo)
653 # define DRW_shgroup_uniform_block_ref(shgroup, name, ubo) \
654 DRW_shgroup_uniform_block_ref_ex(shgroup, name, ubo)
655 # define DRW_shgroup_storage_block(shgroup, name, ssbo) \
656 DRW_shgroup_storage_block_ex(shgroup, name, ssbo)
657 # define DRW_shgroup_storage_block_ref(shgroup, name, ssbo) \
658 DRW_shgroup_storage_block_ref_ex(shgroup, name, ssbo)
690 #define DRW_PASS_CREATE(pass, state) (pass = DRW_pass_create(#pass, state))
691 #define DRW_PASS_INSTANCE_CREATE(pass, original, state) \
692 (pass = DRW_pass_create_instance(#pass, (original), state))
700 const float winmat[4][4],
701 const float (*culling_viewmat)[4],
702 const float (*culling_winmat)[4],
708 const float viewmat[4][4],
709 const float winmat[4][4]);
715 const float viewmat[4][4],
716 const float winmat[4][4],
717 const float (*culling_viewmat)[4],
718 const float (*culling_winmat)[4]);
General operations, lookup, etc. for materials.
struct Depsgraph Depsgraph
void(* DrawDataFreeCb)(struct DrawData *engine_data)
void(* DrawDataInitCb)(struct DrawData *engine_data)
Object is a sort of wrapper for general info.
struct GPUTexture * DRW_texture_create_2d(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
struct Object * DRW_object_get_dupli_parent(const struct Object *ob)
void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners)
DRWShadingGroup * DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass)
const float * DRW_viewport_pixelsize_get(void)
float DRW_view_near_distance_get(const DRWView *view)
void DRW_shgroup_storage_block_ref_ex(DRWShadingGroup *shgroup, const char *name, struct GPUStorageBuf **ssbo DRW_DEBUG_FILE_LINE_ARGS)
struct DRWInterface DRWInterface
bool DRW_state_is_opengl_render(void)
bool() DRWCallVisibilityFn(bool vis_in, void *user_data)
struct GPUShader * DRW_shader_create_ex(const char *vert, const char *geom, const char *frag, const char *defines, const char *name)
struct BoundSphere BoundSphere
bool DRW_state_is_playback(void)
DRWShadingGroup * DRW_shgroup_transform_feedback_create(struct GPUShader *shader, DRWPass *pass, struct GPUVertBuf *tf_target)
void DRW_shgroup_call_ex(DRWShadingGroup *shgroup, Object *ob, float(*obmat)[4], struct GPUBatch *geom, bool bypass_culling, void *user_data)
void ** DRW_duplidata_get(void *vedata)
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse)
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup)
bool DRW_state_is_select(void)
char DRWViewportEmptyList
void DRW_texture_free(struct GPUTexture *tex)
void DRW_shgroup_buffer_texture_ref(DRWShadingGroup *shgroup, const char *name, struct GPUVertBuf **vertex_buffer)
struct GPUTexture * DRW_texture_pool_query_fullscreen(eGPUTextureFormat format, DrawEngineType *engine_type)
DrawData * DRW_drawdata_ensure(ID *id, DrawEngineType *engine_type, size_t size, DrawDataInitCb init_cb, DrawDataFreeCb free_cb)
bool DRW_state_show_text(void)
bool DRW_culling_plane_test(const DRWView *view, const float plane[4])
void DRW_view_frustum_planes_get(const DRWView *view, float planes[6][4])
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
void DRW_shgroup_call_instance_range(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_num)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, bool value)
bool DRW_state_is_navigating(void)
void DRW_view_camtexco_get(const DRWView *view, float r_texco[4])
bool DRW_state_is_depth(void)
#define DRW_DEBUG_FILE_LINE_ARGS
const DRWView * DRW_view_default_get(void)
void DRW_shgroup_call_instances(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint count)
void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data)
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup, uint write_mask, uint reference, uint compare_mask)
void DRW_texture_ensure_2d(struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags)
struct GPUTexture * DRW_texture_create_3d(int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere)
bool DRW_object_is_visible_psys_in_active_context(const struct Object *object, const struct ParticleSystem *psys)
void DRW_shgroup_call_compute_indirect(DRWShadingGroup *shgroup, GPUStorageBuf *indirect_buf)
void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint attr_len)
struct GPUShader * DRW_shader_create_with_shaderlib_ex(const char *vert, const char *geom, const char *frag, const DRWShaderLibrary *lib, const char *defines, const char *name)
void * DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
void ** DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void(*callback)(void *storage))
ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE)
void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
void DRW_pass_link(DRWPass *first, DRWPass *second)
void DRW_render_viewport_size_set(const int size[2])
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
bool DRW_view_is_persp_get(const DRWView *view)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, float value)
void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph)
void DRW_draw_pass(DRWPass *pass)
void DRW_texture_ensure_fullscreen_2d(struct GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags)
bool DRW_state_is_material_select(void)
DRWPass * DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state)
void DRW_render_instance_buffer_finish(void)
struct DrawEngineDataSize DrawEngineDataSize
void DRW_view_set_active(const DRWView *view)
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
uint32_t DRW_object_resource_id_get(Object *ob)
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, struct GPUBatch *inst_attributes)
struct DupliObject * DRW_object_get_dupli(const struct Object *ob)
struct GPUTexture * DRW_texture_create_cube(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
void DRW_shgroup_uniform_texture_ref_ex(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex, eGPUSamplerState sampler_state)
struct GPUShader * DRW_shader_create_fullscreen_ex(const char *frag, const char *defines, const char *name)
void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4])
struct GPUTexture * DRW_texture_create_cube_array(int w, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
void DRW_shgroup_call_compute(DRWShadingGroup *shgroup, int groups_x_len, int groups_y_len, int groups_z_len)
@ DRW_STATE_STENCIL_EQUAL
@ DRW_STATE_BLEND_BACKGROUND
@ DRW_STATE_STENCIL_ALWAYS
@ DRW_STATE_IN_FRONT_SELECT
@ DRW_STATE_DEPTH_GREATER_EQUAL
@ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL
@ DRW_STATE_PROGRAM_POINT_SIZE
@ DRW_STATE_SHADOW_OFFSET
@ DRW_STATE_BLEND_ADD_FULL
@ DRW_STATE_BLEND_ALPHA_UNDER_PREMUL
@ DRW_STATE_DEPTH_LESS_EQUAL
@ DRW_STATE_WRITE_STENCIL_SHADOW_PASS
@ DRW_STATE_FIRST_VERTEX_CONVENTION
@ DRW_STATE_STENCIL_NEQUAL
@ DRW_STATE_BLEND_ALPHA_PREMUL
@ DRW_STATE_DEPTH_GREATER
@ DRW_STATE_WRITE_STENCIL
struct GPUTexture * DRW_texture_pool_query_2d(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type)
struct GPUShader * DRW_shader_create_with_transform_feedback(const char *vert, const char *geom, const char *defines, eGPUShaderTFBType prim_type, const char **varying_names, int varying_count)
struct DrawEngineType DrawEngineType
int DRW_object_visibility_in_active_context(const struct Object *ob)
void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners)
struct DefaultFramebufferList * DRW_viewport_framebuffer_list_get(void)
struct DRWInstanceAttrFormat DRWInstanceAttrFormat
void DRW_shgroup_barrier(DRWShadingGroup *shgroup, eGPUBarrier type)
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
struct GPUTexture * DRW_texture_create_1d(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
struct GPUTexture * DRW_texture_create_2d_array(int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex)
void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse)
struct GPUShader * DRW_shader_create_with_lib_ex(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines, const char *name)
struct GPUVertFormat * DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[], int arraysize)
void DRW_pass_sort_shgroup_z(DRWPass *pass)
bool DRW_pass_is_empty(DRWPass *pass)
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float(*value)[3])
const DRWView * DRW_view_get_active(void)
void DRW_shgroup_vertex_buffer_ex(DRWShadingGroup *shgroup, const char *name, struct GPUVertBuf *vertex_buffer DRW_DEBUG_FILE_LINE_ARGS)
DRWView * DRW_view_create(const float viewmat[4][4], const float winmat[4][4], const float(*culling_viewmat)[4], const float(*culling_winmat)[4], DRWCallVisibilityFn *visibility_fn)
void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, const char *lib_name)
void DRW_state_reset(void)
void DRW_shgroup_call_compute_ref(DRWShadingGroup *shgroup, int groups_ref[3])
struct GPUMaterial * DRW_shader_from_world(struct World *wo, struct bNodeTree *ntree, const uint64_t shader_id, const bool is_volume_shader, bool deferred, GPUCodegenCallbackFn callback, void *thunk)
void DRW_draw_callbacks_post_scene(void)
void DRW_shgroup_uniform_block_ex(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuf *ubo DRW_DEBUG_FILE_LINE_ARGS)
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count)
DRWView * DRW_view_create_sub(const DRWView *parent_view, const float viewmat[4][4], const float winmat[4][4])
void DRW_view_update(DRWView *view, const float viewmat[4][4], const float winmat[4][4], const float(*culling_viewmat)[4], const float(*culling_winmat)[4])
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
bool DRW_state_draw_support(void)
bool DRW_state_is_fbo(void)
void DRW_shader_library_free(DRWShaderLibrary *lib)
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
void ** DRW_view_layer_engine_data_ensure_ex(struct ViewLayer *view_layer, DrawEngineType *engine_type, void(*callback)(void *storage))
DRWCallBuffer * DRW_shgroup_call_buffer(DRWShadingGroup *shgroup, struct GPUVertFormat *format, GPUPrimType prim_type)
const DRWContextState * DRW_context_state_get(void)
void DRW_draw_callbacks_pre_scene(void)
bool DRW_state_draw_background(void)
void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
float DRW_view_far_distance_get(const DRWView *view)
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **sh, int num_sh, Object *ob)
void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material)
void DRW_shgroup_uniform_texture_ex(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex, eGPUSamplerState sampler_state)
void DRW_cache_restart(void)
DrawData * DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
void DRW_view_clip_planes_set(DRWView *view, float(*planes)[4], int plane_len)
void DRW_state_reset_ex(DRWState state)
DRWShadingGroup * DRW_shgroup_create_sub(DRWShadingGroup *shgroup)
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
DRWPass * DRW_pass_create(const char *name, DRWState state)
void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup, eGPUFrameBufferBits channels, uchar r, uchar g, uchar b, uchar a, float depth, uchar stencil)
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
const float * DRW_viewport_size_get(void)
bool DRW_object_use_hide_faces(const struct Object *ob)
void DRW_shgroup_uniform_mat4_copy(DRWShadingGroup *shgroup, const char *name, const float(*value)[4])
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float(*value)[4])
void DRW_render_object_iter(void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph, void(*callback)(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph))
void DRW_shgroup_uniform_image_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_shader_free(struct GPUShader *shader)
void DRW_shgroup_call_range(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint v_sta, uint v_num)
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
const float * DRW_viewport_screenvecs_get(void)
void DRW_pass_foreach_shgroup(DRWPass *pass, void(*callback)(void *userData, DRWShadingGroup *shgroup), void *userData)
void DRW_texture_generate_mipmaps(struct GPUTexture *tex)
struct DRWContextState DRWContextState
DRWShaderLibrary * DRW_shader_library_create(void)
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value)
bool DRW_state_is_image_render(void)
void DRW_state_lock(DRWState state)
struct DefaultTextureList * DRW_viewport_texture_list_get(void)
void DRW_custom_pipeline(DrawEngineType *draw_engine_type, struct Depsgraph *depsgraph, void(*callback)(void *vedata, void *user_data), void *user_data)
void DRW_view_default_set(const DRWView *view)
const float * DRW_viewport_invert_size_get(void)
bool DRW_object_is_renderable(const struct Object *ob)
void DRW_shgroup_buffer_texture(DRWShadingGroup *shgroup, const char *name, struct GPUVertBuf *vertex_buffer)
struct GPUMaterial * DRW_shader_from_material(struct Material *ma, struct bNodeTree *ntree, const uint64_t shader_id, const bool is_volume_shader, bool deferred, GPUCodegenCallbackFn callback, void *thunk)
bool DRW_object_is_in_edit_mode(const struct Object *ob)
void DRW_pass_sort_shgroup_reverse(DRWPass *pass)
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4])
bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3])
void DRW_shgroup_vertex_buffer_ref_ex(DRWShadingGroup *shgroup, const char *name, struct GPUVertBuf **vertex_buffer DRW_DEBUG_FILE_LINE_ARGS)
void DRW_shgroup_storage_block_ex(DRWShadingGroup *shgroup, const char *name, const struct GPUStorageBuf *ssbo DRW_DEBUG_FILE_LINE_ARGS)
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
void DRW_shgroup_uniform_block_ref_ex(DRWShadingGroup *shgroup, const char *name, struct GPUUniformBuf **ubo DRW_DEBUG_FILE_LINE_ARGS)
bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox)
void DRW_shgroup_uniform_image(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_select_load_id(uint id)
struct GPUShader * DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag, const DRWShaderLibrary *lib, const char *defines, const char *name)
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count)
char * DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib, const char *shader_code)
bool DRW_state_is_scene_render(void)
void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgroup, const char *name, const int *value)
void DRW_view_camtexco_set(DRWView *view, float texco[4])
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask)
void DRW_viewport_request_redraw(void)
void DRW_shgroup_call_sculpt(DRWShadingGroup *sh, Object *ob, bool wire, bool mask)
void DRW_view_reset(void)
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count)
void DRW_render_set_time(struct RenderEngine *engine, struct Depsgraph *depsgraph, int frame, float subframe)
DRWCallBuffer * DRW_shgroup_call_buffer_instance(DRWShadingGroup *shgroup, struct GPUVertFormat *format, struct GPUBatch *geom)
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse)
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, int value)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
void(* GPUCodegenCallbackFn)(void *thunk, GPUMaterial *mat, GPUCodegenOutput *codegen)
struct GPUShader GPUShader
struct GPUStorageBuf GPUStorageBuf
struct GPUTexture GPUTexture
struct GPUVertBuf GPUVertBuf
Read Guarded memory(de)allocation.
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
btMatrix3x3 inverse() const
Return the inverse of the matrix.
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
const Depsgraph * depsgraph
DEGForeachIDComponentCallback callback
SyclQueue void void size_t num_bytes void
ccl_gpu_kernel_postfix ccl_global float int int int int sh
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
static const pxr::TfToken g("g", pxr::TfToken::Immortal)
unsigned __int64 uint64_t
struct SpaceLink * space_data
const struct bContext * evil_C
struct Depsgraph * depsgraph
struct ViewLayer * view_layer
struct TaskGraph * task_graph
struct Object * object_pose
struct RenderEngineType * engine_type
struct Object * object_edit
struct RegionView3D * rv3d
void(* store_metadata)(void *vedata, struct RenderResult *render_result)
struct DrawEngineType * prev
struct DrawEngineType * next
void(* instance_free)(void *instance_data)
void(* cache_populate)(void *vedata, struct Object *ob)
void(* id_update)(void *vedata, struct ID *id)
void(* render_to_image)(void *vedata, struct RenderEngine *engine, struct RenderLayer *layer, const struct rcti *rect)
void(* engine_init)(void *vedata)
const DrawEngineDataSize * vedata_size
void(* draw_scene)(void *vedata)
void(* engine_free)(void)
void(* view_update)(void *vedata)
void(* cache_init)(void *vedata)
void(* cache_finish)(void *vedata)