61 if (!render_pass_enabled_) {
65 render_pass_ps_.
init();
89 if (!render_pass_enabled_) {
MINLINE float max_ff(float a, float b)
@ GPU_BARRIER_TEXTURE_FETCH
@ GPU_BARRIER_SHADER_IMAGE_ACCESS
struct GPUShader GPUShader
void submit(PassSimple &pass, View &view)
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void bind_resources(U &resources)
void bind_image(const char *name, GPUTexture *image)
void specialize_constant(GPUShader *shader, const char *name, const float &data)
void dispatch(int group_len)
void barrier(eGPUBarrier type)
void push_constant(const char *name, const float &data)
void shader_set(GPUShader *shader)
void render_pass(View &view)
int2 render_extent_get() const
eViewLayerEEVEEPassType enabled_passes_get() const
struct blender::eevee::HiZBuffer::@195 front
RenderBuffers render_buffers
UniformDataModule uniform_data
UtilityTexture utility_tx
RenderBuffersInfoData & data
GPUShader * static_shader_get(eShaderType shader_type)
#define RBUFS_UTILITY_TEX_SLOT
#define AMBIENT_OCCLUSION_PASS_TILE_SIZE
VecBase< T, Size > divide_ceil(const VecBase< T, Size > &a, const VecBase< T, Size > &b)
VecBase< float, 2 > float2
float fast_gi_thickness_near
float fast_gi_thickness_far