42 return get_static_cache().
get();
46 get_static_cache().release();
55 return "Select ID Debug";
67 if (texture_u32 ==
nullptr) {
ID and Library types, which are fundamental for SDNA.
void DRW_submission_end()
void DRW_submission_start()
void submit(PassSimple &pass, View &view)
void shader_set(gpu::Shader *shader)
void bind_texture(const char *name, gpu::Texture *texture, GPUSamplerState state=sampler_auto)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceIndexRange res_index={}, uint custom_id=0)
void state_set(DRWState state, int clip_plane_count=0)
StaticShader select_debug
static ShaderCache & get()
A running instance of the engine.
detail::Pass< command::DrawCommandBuf > PassSimple
blender::gpu::Texture * DRW_engine_select_texture_get()
virtual void begin_sync()=0
virtual blender::StringRefNull name_get()=0
virtual void end_sync()=0
DrawEngine * create_instance() final
static void free_static()