28 const char *debug_name,
30 bool deferred_compilation,
void(*)(void *thunk, GPUMaterial *mat, struct GPUCodegenOutput *codegen) GPUCodegenCallbackFn
blender::gpu::Shader * GPU_pass_shader_get(GPUPass *pass)
uint64_t GPU_pass_global_compilation_count()
void GPU_pass_ensure_its_ready(GPUPass *pass)
void GPU_pass_cache_wait_for_all()
GPUPassStatus GPU_pass_status(GPUPass *pass)
void GPU_pass_cache_init()
void GPU_pass_release(GPUPass *pass)
void GPU_pass_acquire(GPUPass *pass)
void GPU_pass_cache_update()
GPUPass * GPU_generate_pass(GPUMaterial *material, GPUNodeGraph *graph, const char *debug_name, eGPUMaterialEngine engine, bool deferred_compilation, GPUCodegenCallbackFn finalize_source_cb, void *thunk, bool optimize_graph)
uint64_t GPU_pass_compilation_timestamp(GPUPass *pass)
bool GPU_pass_should_optimize(GPUPass *pass)
void GPU_pass_cache_free()
unsigned long long int uint64_t