#include <workbench_private.hh>
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| | ShaderCache () |
| gpu::Shader * | prepass_get (eGeometryType geometry_type, ePipelineType pipeline_type, eLightingType lighting_type, eShaderType shader_type, bool clip) |
| gpu::Shader * | resolve_get (eLightingType lighting_type, bool cavity=false, bool curvature=false, bool shadow=false) |
| gpu::Shader * | shadow_get (bool depth_pass, bool manifold, bool cap=false) |
| gpu::Shader * | volume_get (bool smoke, int interpolation, bool coba, bool slice) |
Definition at line 25 of file workbench_private.hh.
◆ ShaderCache()
| blender::workbench::ShaderCache::ShaderCache |
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| ) |
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◆ get()
Definition at line 42 of file workbench_private.hh.
References get(), and ShaderCache().
Referenced by get(), blender::workbench::VolumePass::object_sync_modifier(), blender::workbench::VolumePass::object_sync_volume(), blender::workbench::AntiAliasingPass::sync(), blender::workbench::DofPass::sync(), blender::workbench::OpaquePass::sync(), blender::workbench::OutlinePass::sync(), blender::workbench::ShadowPass::sync(), blender::workbench::TransparentDepthPass::sync(), and blender::workbench::TransparentPass::sync().
◆ prepass_get()
◆ release()
| void blender::workbench::ShaderCache::release |
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inlinestatic |
◆ resolve_get()
◆ shadow_get()
| gpu::Shader * blender::workbench::ShaderCache::shadow_get |
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bool | depth_pass, |
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bool | manifold, |
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bool | cap = false ) |
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inline |
◆ volume_get()
| gpu::Shader * blender::workbench::ShaderCache::volume_get |
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bool | smoke, |
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int | interpolation, |
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bool | coba, |
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bool | slice ) |
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inline |
◆ dof_blur1
| StaticShader blender::workbench::ShaderCache::dof_blur1 = {"workbench_effect_dof_blur1"} |
◆ dof_blur2
| StaticShader blender::workbench::ShaderCache::dof_blur2 = {"workbench_effect_dof_blur2"} |
◆ dof_downsample
| StaticShader blender::workbench::ShaderCache::dof_downsample = {"workbench_effect_dof_downsample"} |
◆ dof_prepare
| StaticShader blender::workbench::ShaderCache::dof_prepare = {"workbench_effect_dof_prepare"} |
◆ dof_resolve
| StaticShader blender::workbench::ShaderCache::dof_resolve = {"workbench_effect_dof_resolve"} |
◆ merge_depth
| StaticShader blender::workbench::ShaderCache::merge_depth = {"workbench_merge_depth"} |
◆ outline
| StaticShader blender::workbench::ShaderCache::outline = {"workbench_effect_outline"} |
◆ overlay_depth
| StaticShader blender::workbench::ShaderCache::overlay_depth = {"workbench_overlay_depth"} |
◆ shadow_visibility_dynamic
| StaticShader blender::workbench::ShaderCache::shadow_visibility_dynamic |
Initial value: = {
"workbench_shadow_visibility_compute_dynamic_pass_type"}
Definition at line 87 of file workbench_private.hh.
◆ shadow_visibility_static
| StaticShader blender::workbench::ShaderCache::shadow_visibility_static = {"workbench_shadow_visibility_compute_static_pass_type"} |
◆ smaa_aa_weight
| StaticShader blender::workbench::ShaderCache::smaa_aa_weight = {"workbench_smaa_stage_1"} |
◆ smaa_edge_detect
| StaticShader blender::workbench::ShaderCache::smaa_edge_detect = {"workbench_smaa_stage_0"} |
◆ smaa_resolve
| StaticShader blender::workbench::ShaderCache::smaa_resolve = {"workbench_smaa_stage_2"} |
◆ taa_accumulation
| StaticShader blender::workbench::ShaderCache::taa_accumulation = {"workbench_taa"} |
◆ transparent_resolve
| StaticShader blender::workbench::ShaderCache::transparent_resolve = {"workbench_transparent_resolve"} |
The documentation for this class was generated from the following files: