21 #define SELECT_DEBUG_ENGINE "SELECT_DEBUG_ENGINE"
53 if (!
e_data.select_debug_sh) {
55 "uniform usampler2D image;"
56 "in vec4 uvcoordsvar;"
59 " uint px = texture(image, uvcoordsvar.xy).r;"
60 " fragColor = vec4(1.0, 1.0, 1.0, 0.0);"
64 " fragColor.r = ((px >> 0) & 0x3u) / float(0x3u);"
65 " fragColor.g = ((px >> 2) & 0x3u) / float(0x3u);"
66 " fragColor.b = ((px >> 4) & 0x3u) / float(0x3u);"
104 N_(
"Select ID Debug"),
121 #undef SELECT_DEBUG_ENGINE
ID and Library types, which are fundamental for sdna.
char DRWViewportEmptyList
#define DRW_shader_create_fullscreen(frag, defines)
#define DRW_SHADER_FREE_SAFE(shader)
#define DRW_VIEWPORT_DATA_SIZE(ty)
struct GPUShader GPUShader
struct GPUTexture GPUTexture
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, uint tri_count)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
DRWPass * DRW_pass_create(const char *name, DRWState state)
void DRW_draw_pass(DRWPass *pass)
static struct @267 e_data
static void select_debug_draw_scene(void *vedata)
struct GPUShader * select_debug_sh
DrawEngineType draw_engine_debug_select_type
struct SELECTIDDEBUG_Data SELECTIDDEBUG_Data
static const DrawEngineDataSize select_debug_data_size
static void select_debug_engine_init(void *vedata)
static void select_debug_engine_free(void)
struct SELECTIDDEBUG_PassList SELECTIDDEBUG_PassList
struct GPUTexture * texture_u32
GPUTexture * DRW_engine_select_texture_get(void)
DRWViewportEmptyList * txl
DRWViewportEmptyList * fbl
SELECTIDDEBUG_PassList * psl
DRWViewportEmptyList * stl
struct DRWPass * debug_pass