Blender V4.3
blender::draw::PassSortable Member List

This is the complete list of members for blender::draw::PassSortable, including all inherited members.

barrier(eGPUBarrier type)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_image(const char *name, GPUTexture *image)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_image(const char *name, GPUTexture **image)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_image(int slot, GPUTexture *image)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_image(int slot, GPUTexture **image)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_resources(U &resources)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, GPUStorageBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, GPUStorageBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, GPUStorageBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, GPUStorageBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, GPUUniformBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, GPUUniformBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, GPUUniformBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, GPUUniformBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, gpu::VertBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, gpu::VertBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, gpu::VertBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, gpu::VertBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, gpu::IndexBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(const char *name, gpu::IndexBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, gpu::IndexBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ssbo(int slot, gpu::IndexBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(const char *name, GPUTexture **texture, GPUSamplerState state=sampler_auto)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(const char *name, gpu::VertBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(const char *name, gpu::VertBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(int slot, GPUTexture *texture, GPUSamplerState state=sampler_auto)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(int slot, GPUTexture **texture, GPUSamplerState state=sampler_auto)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(int slot, gpu::VertBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_texture(int slot, gpu::VertBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ubo(const char *name, GPUUniformBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ubo(const char *name, GPUUniformBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ubo(int slot, GPUUniformBuf *buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
bind_ubo(int slot, GPUUniformBuf **buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil)blender::draw::detail::PassBase< command::DrawMultiBuf >inlineprotected
clear_color(float4 color)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear_color_depth_stencil(float4 color, float depth, uint8_t stencil)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear_depth(float depth)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear_depth_stencil(float depth, uint8_t stencil)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear_multi(Span< float4 > colors)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
clear_stencil(uint8_t stencil)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
commands_blender::draw::detail::PassBase< command::DrawMultiBuf >protected
create_command(command::Type type)blender::draw::detail::PassBase< command::DrawMultiBuf >inlineprotected
debug_nameblender::draw::detail::PassBase< command::DrawMultiBuf >
dispatch(int group_len)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
dispatch(int2 group_len)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
dispatch(int3 group_len)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
dispatch(int3 *group_len)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
dispatch(StorageBuffer< DispatchCommand > &indirect_buffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw(gpu::Batch *batch, uint instance_len=-1, uint vertex_len=-1, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw(gpu::Batch *batch, ResourceHandle handle, uint custom_id=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw_commands_buf_blender::draw::detail::PassBase< command::DrawMultiBuf >protected
draw_expand(gpu::Batch *batch, GPUPrimType primitive_type, uint primitive_len, uint instance_len, uint vertex_len=-1, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw_expand(gpu::Batch *batch, GPUPrimType primitive_type, uint primitive_len, uint instance_len, ResourceHandle handle={0}, uint custom_id=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw_indirect(gpu::Batch *batch, StorageBuffer< DrawCommand, true > &indirect_buffer, ResourceHandle handle={0})blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
draw_procedural_indirect(GPUPrimType primitive, StorageBuffer< DrawCommand, true > &indirect_buffer, ResourceHandle handle={0})blender::draw::detail::PassBase< command::DrawMultiBuf >inline
framebuffer_set(GPUFrameBuffer **framebuffer)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
headers_blender::draw::detail::PassBase< command::DrawMultiBuf >protected
init()blender::draw::PassSortableinline
material_set(Manager &manager, GPUMaterial *material)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
Pass(const char *name)blender::draw::detail::Pass< command::DrawMultiBuf >inline
PassBase(const char *name, command::DrawMultiBuf &draw_command_buf, SubPassVector< PassBase< command::DrawMultiBuf > > &sub_passes, GPUShader *shader=nullptr)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
PassSortable(const char *name_)blender::draw::PassSortableinline
procedural_batch_get(GPUPrimType primitive)blender::draw::detail::PassBase< command::DrawMultiBuf >inlineprotected
push_constant(const char *name, const float &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float2 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float3 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float4 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int2 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int3 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int4 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const bool &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float4x4 &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float2 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float3 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float4 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int2 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int3 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const int4 *data, int array_len=1)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant(const char *name, const float4x4 *data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
push_constant_offset(const char *name)blender::draw::detail::PassBase< command::DrawMultiBuf >inlineprotected
serialize(std::string line_prefix="") constblender::draw::PassSortableinline
shader_blender::draw::detail::PassBase< command::DrawMultiBuf >protected
shader_set(GPUShader *shader)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
sort()blender::draw::PassSortableinlineprotected
specialize_constant(GPUShader *shader, const char *name, const float &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const int &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const uint &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const bool &data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const float *data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const int *data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const uint *data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
specialize_constant(GPUShader *shader, const char *name, const bool *data)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
state_set(DRWState state, int clip_plane_count=0)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
Sub typedefblender::draw::detail::Pass< command::DrawMultiBuf >
sub(const char *name, float sorting_value)blender::draw::PassSortableinline
blender::draw::detail::Pass< command::DrawMultiBuf >::sub(const char *name)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
sub_passes_blender::draw::detail::PassBase< command::DrawMultiBuf >protected
submit(command::RecordingState &state) constblender::draw::detail::PassBase< command::DrawMultiBuf >protected
subpass_transition(GPUAttachmentState depth_attachment, Span< GPUAttachmentState > color_attachments)blender::draw::detail::PassBase< command::DrawMultiBuf >inline
use_custom_idsblender::draw::detail::PassBase< command::DrawMultiBuf >