58 const float pixel[1] = {1.0f};
72 GPUTexture *color_tex =
nullptr;
73 GPUTexture *line_tex =
nullptr;
90 GPU_ATTACHMENT_TEXTURE(color_tex),
94 GPU_ATTACHMENT_TEXTURE(dtxl->depth),
95 GPU_ATTACHMENT_TEXTURE(color_tex),
99 GPU_ATTACHMENT_TEXTURE(dtxl->depth),
100 GPU_ATTACHMENT_TEXTURE(color_tex),
101 GPU_ATTACHMENT_TEXTURE(line_tex),
154 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
155 GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)});
158 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
159 GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx),
160 GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
164 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
165 GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay)});
168 {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
169 GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
170 GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
192 const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@ USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_clear_color(GPUFrameBuffer *fb, const float clear_col[4])
#define GPU_framebuffer_ensure_config(_fb,...)
void GPU_framebuffer_clear_depth(GPUFrameBuffer *fb, float clear_depth)
void GPU_texture_copy(GPUTexture *dst, GPUTexture *src)
struct GPUShader GPUShader
DefaultFramebufferList * DRW_viewport_framebuffer_list_get()
DefaultTextureList * DRW_viewport_texture_list_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
bool DRW_pass_is_empty(DRWPass *pass)
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, const Object *ob, uint tri_count)
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
void DRW_draw_pass(DRWPass *pass)
void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags)
GPUTexture * DRW_texture_create_2d(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
@ DRW_STATE_BLEND_ALPHA_PREMUL
RAYTRACE_GROUP_SIZE additional_info("eevee_shared", "eevee_gbuffer_data", "eevee_global_ubo", "eevee_sampling_data", "eevee_utility_texture", "eevee_hiz_data", "draw_view") .specialization_constant(Type RAYTRACE_GROUP_SIZE in_sh_0_tx in_sh_2_tx screen_normal_tx GPU_RGBA8
void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_init(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata)
void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata)
void OVERLAY_antialiasing_end(OVERLAY_Data *vedata)
GPUShader * OVERLAY_shader_xray_fade()
GPUShader * OVERLAY_shader_antialiasing()
GPUUniformBuf * block_ubo
GPUFrameBuffer * overlay_only_fb
GPUTexture * depth_in_front
GPUTexture * color_overlay
OVERLAY_StorageList * stl
OVERLAY_FramebufferList * fbl
OVERLAY_TextureList * txl
GPUFrameBuffer * overlay_line_fb
GPUFrameBuffer * overlay_default_fb
GPUFrameBuffer * overlay_color_only_fb
GPUFrameBuffer * overlay_line_in_front_fb
GPUFrameBuffer * overlay_in_front_fb
DRWPass * antialiasing_ps
DRWPass * wireframe_xray_ps
bool do_depth_infront_copy
struct OVERLAY_PrivateData::@227 antialiasing
GPUTexture * dummy_depth_tx
GPUTexture * temp_depth_tx
GPUTexture * overlay_line_tx
GPUTexture * overlay_color_tx