void GPU_shader_bind(blender::gpu::Shader *shader, const blender::gpu::shader::SpecializationConstants *constants_state=nullptr)
static GPUBackend * get()
virtual void compute_dispatch_indirect(StorageBuf *indirect_buf)=0
virtual void compute_dispatch(int groups_x_len, int groups_y_len, int groups_z_len)=0
void GPU_compute_dispatch(blender::gpu::Shader *shader, uint groups_x_len, uint groups_y_len, uint groups_z_len, const blender::gpu::shader::SpecializationConstants *constants_state)
void GPU_compute_dispatch_indirect(blender::gpu::Shader *shader, blender::gpu::StorageBuf *indirect_buf_, const blender::gpu::shader::SpecializationConstants *constants_state)
void debug_validate_binding_image_format()