57 const float pixel[1] = {1.0f};
88 GPU_ATTACHMENT_TEXTURE(color_tex),
92 GPU_ATTACHMENT_TEXTURE(dtxl->depth),
93 GPU_ATTACHMENT_TEXTURE(color_tex),
97 GPU_ATTACHMENT_TEXTURE(dtxl->depth),
98 GPU_ATTACHMENT_TEXTURE(color_tex),
99 GPU_ATTACHMENT_TEXTURE(line_tex),
152 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
153 GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)});
156 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
157 GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx),
158 GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
162 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
163 GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay)});
166 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
167 GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
168 GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
190 const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@ USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE
@ DRW_STATE_BLEND_ALPHA_PREMUL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
struct GPUShader GPUShader
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src)
struct GPUTexture GPUTexture
DefaultFramebufferList * DRW_viewport_framebuffer_list_get(void)
bool DRW_state_is_fbo(void)
DefaultTextureList * DRW_viewport_texture_list_get(void)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, uint tri_count)
bool DRW_pass_is_empty(DRWPass *pass)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags)
GPUTexture * DRW_texture_create_2d(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata)
void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_end(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_xray_fade(void)
GPUShader * OVERLAY_shader_antialiasing(void)
struct GPUUniformBuf * block_ubo
struct GPUFrameBuffer * overlay_only_fb
struct GPUTexture * depth
struct GPUTexture * depth_in_front
struct GPUTexture * color_overlay
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
OVERLAY_TextureList * txl
struct GPUFrameBuffer * overlay_line_in_front_fb
struct GPUFrameBuffer * overlay_in_front_fb
struct GPUFrameBuffer * overlay_default_fb
struct GPUFrameBuffer * overlay_line_fb
struct GPUFrameBuffer * overlay_color_only_fb
DRWPass * antialiasing_ps
DRWPass * wireframe_xray_ps
bool do_depth_infront_copy
struct OVERLAY_PrivateData::@249 antialiasing
struct OVERLAY_PrivateData * pd
struct GPUTexture * dummy_depth_tx
struct GPUTexture * temp_depth_tx
struct GPUTexture * overlay_line_tx
struct GPUTexture * overlay_color_tx