99 bool do_color_management,
112 bool use_obedit_skip,
115 bool do_material_sub_selection,
118 void *select_pass_user_data,
120 void *object_filter_user_data);
128 const bool use_gpencil,
129 const bool use_basic,
130 const bool use_overlay,
131 const bool use_only_selected);
169void *DRW_system_gpu_context_get();
170void *DRW_xr_blender_gpu_context_get();
171void DRW_xr_drawing_begin();
172void DRW_xr_drawing_end();
222 const char *base_name,
224 const char *layer_name,
225 bool is_active_render,
226 bool is_active_layer);
void DRW_drawdata_free(ID *id)
void DRW_blender_gpu_render_context_disable(void *re_gpu_context)
void DRW_gpu_context_destroy()
void DRW_draw_render_loop_ex(Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *region, View3D *v3d, GPUViewport *viewport, const bContext *evil_C)
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
DRWData * DRW_viewport_data_create()
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height)
bool DRW_draw_in_progress()
void DRW_instance_data_list_free(DRWInstanceDataList *idatalist)
void DRW_draw_view(const bContext *C)
void DRW_cdlayer_attr_aliases_add(GPUVertFormat *format, const char *base_name, int data_type, const char *layer_name, bool is_active_render, bool is_active_layer)
void DRW_draw_render_loop(Depsgraph *depsgraph, ARegion *region, View3D *v3d, GPUViewport *viewport)
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
void DRW_gpu_context_disable()
DRWInstanceDataList * DRW_instance_data_list_create()
void DRW_gpu_context_disable_ex(bool restore)
bool(*)(Object *ob, void *user_data) DRW_ObjectFilterFn
void DRW_deferred_shader_optimize_remove(GPUMaterial *mat)
void DRW_cache_free_old_batches(Main *bmain)
void DRW_draw_render_loop_offscreen(Depsgraph *depsgraph, RenderEngineType *engine_type, ARegion *region, View3D *v3d, bool is_image_render, bool draw_background, bool do_color_management, GPUOffScreen *ofs, GPUViewport *viewport)
void DRW_draw_depth_loop(Depsgraph *depsgraph, ARegion *region, View3D *v3d, GPUViewport *viewport, const bool use_gpencil, const bool use_basic, const bool use_overlay, const bool use_only_selected)
void DRW_system_gpu_render_context_enable(void *re_system_gpu_context)
void DRW_gpu_context_enable()
void DRW_gpu_context_create()
void DRW_draw_depth_object(Scene *scene, ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object)
void DRW_gpu_context_activate(bool drw_state)
void DRW_draw_select_loop(Depsgraph *depsgraph, ARegion *region, View3D *v3d, bool use_obedit_skip, bool draw_surface, bool use_nearest, bool do_material_sub_selection, const rcti *rect, DRW_SelectPassFn select_pass_fn, void *select_pass_user_data, DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
void DRW_render_context_disable(Render *render)
void DRW_gpu_context_enable_ex(bool restore)
void DRW_engine_external_free(RegionView3D *rv3d)
void DRW_viewport_data_free(DRWData *drw_data)
void DRW_system_gpu_render_context_disable(void *re_system_gpu_context)
DrawDataList * DRW_drawdatalist_from_id(ID *id)
void DRW_engine_register(DrawEngineType *draw_engine_type)
void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2])
void DRW_draw_render_loop_2d_ex(Depsgraph *depsgraph, ARegion *region, GPUViewport *viewport, const bContext *evil_C)
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d)
void DRW_render_gpencil(RenderEngine *engine, Depsgraph *depsgraph)
bool DRW_gpu_context_release()
void DRW_engines_register()
void DRW_render_context_enable(Render *render)
bool(*)(eDRWSelectStage stage, void *user_data) DRW_SelectPassFn
void DRW_uniform_attrs_pool_free(GHash *table)
void DRW_blender_gpu_render_context_enable(void *re_gpu_context)
const Depsgraph * depsgraph
void DRW_cache_free_old_subdiv()
static void draw_background()
RenderEngineType * engine_type
void * DRW_deferred_shader_remove