51 PassSimple anti_aliasing_ps_ = {
"AntiAliasing"};
53 GPUFrameBuffer *framebuffer_ref_ =
nullptr;
59 anti_aliasing_ps_.
init();
68 pass.framebuffer_set(&framebuffer_ref_);
72 pass.bind_texture(
"depthTex", &res.
depth_tx);
73 pass.bind_texture(
"colorTex", &res.
overlay_tx);
74 pass.bind_texture(
"lineTex", &res.
line_tx);
75 pass.push_constant(
"doSmoothLines", do_smooth_lines);
82 framebuffer_ref_ = framebuffer;
83 manager.
submit(anti_aliasing_ps_);
@ USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE
void submit(PassSimple &pass, View &view)
void begin_sync(Resources &res)
void draw(Framebuffer &framebuffer, Manager &manager, View &)
@ DRW_STATE_BLEND_ALPHA_PREMUL
GPUUniformBuf * globals_buf
TextureFromPool overlay_tx
const SelectionType selection_type