170void GPU_scissor(
int x,
int y,
int width,
int height);
#define ENUM_OPERATORS(_type, _max)
void GPU_memory_barrier(eGPUBarrier barrier)
void GPU_program_point_size(bool enable)
void GPU_face_culling(eGPUFaceCullTest culling)
eGPUFaceCullTest GPU_face_culling_get()
@ GPU_BLEND_ADDITIVE_PREMULT
@ GPU_BLEND_ALPHA_UNDER_PREMUL
@ GPU_BLEND_ALPHA_PREMULT
void GPU_blend(eGPUBlend blend)
void GPU_write_mask(eGPUWriteMask mask)
void GPU_scissor_test(bool enable)
void GPU_line_width(float width)
eGPUBlend GPU_blend_get()
void GPU_line_smooth(bool enable)
void GPU_logic_op_xor_set(bool enable)
void GPU_depth_mask(bool depth)
eGPUDepthTest GPU_depth_test_get()
void GPU_stencil_test(eGPUStencilTest test)
void GPU_stencil_write_mask_set(uint write_mask)
@ GPU_BARRIER_STAGE_COMPUTE
@ GPU_BARRIER_STAGE_FRAGMENT
@ GPU_BARRIER_STAGE_VERTEX
@ GPU_BARRIER_STAGE_ANY_GRAPHICS
bool GPU_mipmap_enabled()
void GPU_color_mask(bool r, bool g, bool b, bool a)
GPUFence * GPU_fence_create()
void GPU_depth_range(float near, float far)
void GPU_viewport_size_get_i(int coords[4])
eGPUWriteMask GPU_write_mask_get()
void GPU_stencil_reference_set(uint reference)
void GPU_scissor(int x, int y, int width, int height)
@ GPU_BARRIER_SHADER_STORAGE
@ GPU_BARRIER_TEXTURE_FETCH
@ GPU_BARRIER_BUFFER_UPDATE
@ GPU_BARRIER_ELEMENT_ARRAY
@ GPU_BARRIER_SHADER_IMAGE_ACCESS
@ GPU_BARRIER_VERTEX_ATTRIB_ARRAY
@ GPU_BARRIER_TEXTURE_UPDATE
@ GPU_BARRIER_FRAMEBUFFER
@ GPU_STENCIL_OP_COUNT_DEPTH_FAIL
@ GPU_STENCIL_OP_COUNT_DEPTH_PASS
float GPU_line_width_get()
void GPU_stencil_compare_mask_set(uint compare_mask)
eGPUStencilTest GPU_stencil_test_get()
void GPU_front_facing(bool invert)
void GPU_viewport(int x, int y, int width, int height)
void GPU_fence_wait(GPUFence *fence)
void GPU_point_size(float size)
@ GPU_DEPTH_GREATER_EQUAL
uint GPU_stencil_mask_get()
void GPU_state_set(eGPUWriteMask write_mask, eGPUBlend blend, eGPUFaceCullTest culling_test, eGPUDepthTest depth_test, eGPUStencilTest stencil_test, eGPUStencilOp stencil_op, eGPUProvokingVertex provoking_vert)
void GPU_fence_signal(GPUFence *fence)
void GPU_depth_test(eGPUDepthTest test)
void GPU_viewport_size_get_f(float coords[4])
bool GPU_depth_mask_get()
void GPU_scissor_get(int coords[4])
void GPU_clip_distances(int distances_enabled)
void GPU_fence_free(GPUFence *fence)
void GPU_provoking_vertex(eGPUProvokingVertex vert)
void GPU_polygon_smooth(bool enable)
void GPU_shadow_offset(bool enable)
local_group_size(16, 16) .push_constant(Type b
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)