| barrier(eGPUBarrier type) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_image(const char *name, GPUTexture *image) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_image(const char *name, GPUTexture **image) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_image(int slot, GPUTexture *image) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_image(int slot, GPUTexture **image) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_resources(U &resources) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, GPUStorageBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, GPUStorageBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, GPUStorageBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, GPUStorageBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, GPUUniformBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, GPUUniformBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, GPUUniformBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, GPUUniformBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, gpu::VertBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, gpu::VertBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, gpu::VertBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, gpu::VertBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, gpu::IndexBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(const char *name, gpu::IndexBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, gpu::IndexBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ssbo(int slot, gpu::IndexBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(const char *name, GPUTexture **texture, GPUSamplerState state=sampler_auto) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(const char *name, gpu::VertBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(const char *name, gpu::VertBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(int slot, GPUTexture *texture, GPUSamplerState state=sampler_auto) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(int slot, GPUTexture **texture, GPUSamplerState state=sampler_auto) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(int slot, gpu::VertBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_texture(int slot, gpu::VertBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ubo(const char *name, GPUUniformBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ubo(const char *name, GPUUniformBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ubo(int slot, GPUUniformBuf *buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| bind_ubo(int slot, GPUUniformBuf **buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear(eGPUFrameBufferBits planes, float4 color, float depth, uint8_t stencil) | blender::draw::detail::PassBase< DrawCommandBufType > | inlineprotected |
| clear_color(float4 color) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear_color_depth_stencil(float4 color, float depth, uint8_t stencil) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear_depth(float depth) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear_depth_stencil(float depth, uint8_t stencil) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear_multi(Span< float4 > colors) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| clear_stencil(uint8_t stencil) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| commands_ | blender::draw::detail::PassBase< DrawCommandBufType > | protected |
| create_command(command::Type type) | blender::draw::detail::PassBase< DrawCommandBufType > | inlineprotected |
| debug_name | blender::draw::detail::PassBase< DrawCommandBufType > | |
| dispatch(int group_len) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| dispatch(int2 group_len) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| dispatch(int3 group_len) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| dispatch(int3 *group_len) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| dispatch(StorageBuffer< DispatchCommand > &indirect_buffer) | blender::draw::detail::PassBase< DrawCommandBufType > | 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< DrawCommandBufType > | inline |
| draw(gpu::Batch *batch, ResourceHandle handle, uint custom_id=0) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| draw_commands_buf_ | blender::draw::detail::PassBase< DrawCommandBufType > | 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< DrawCommandBufType > | 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< DrawCommandBufType > | inline |
| draw_indirect(gpu::Batch *batch, StorageBuffer< DrawCommand, true > &indirect_buffer, ResourceHandle handle={0}) | blender::draw::detail::PassBase< DrawCommandBufType > | 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< DrawCommandBufType > | inline |
| draw_procedural_indirect(GPUPrimType primitive, StorageBuffer< DrawCommand, true > &indirect_buffer, ResourceHandle handle={0}) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| framebuffer_set(GPUFrameBuffer **framebuffer) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| headers_ | blender::draw::detail::PassBase< DrawCommandBufType > | protected |
| init() | blender::draw::detail::Pass< DrawCommandBufType > | inline |
| material_set(Manager &manager, GPUMaterial *material) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| Pass(const char *name) | blender::draw::detail::Pass< DrawCommandBufType > | inline |
| PassBase(const char *name, DrawCommandBufType &draw_command_buf, SubPassVector< PassBase< DrawCommandBufType > > &sub_passes, GPUShader *shader=nullptr) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| procedural_batch_get(GPUPrimType primitive) | blender::draw::detail::PassBase< DrawCommandBufType > | inlineprotected |
| push_constant(const char *name, const float &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float2 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float3 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float4 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int2 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int3 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int4 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const bool &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float4x4 &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float2 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float3 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float4 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int2 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int3 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const int4 *data, int array_len=1) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant(const char *name, const float4x4 *data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| push_constant_offset(const char *name) | blender::draw::detail::PassBase< DrawCommandBufType > | inlineprotected |
| serialize(std::string line_prefix="") const | blender::draw::detail::PassBase< DrawCommandBufType > | |
| shader_ | blender::draw::detail::PassBase< DrawCommandBufType > | protected |
| shader_set(GPUShader *shader) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const float &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const int &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const uint &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const bool &data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const float *data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const int *data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const uint *data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| specialize_constant(GPUShader *shader, const char *name, const bool *data) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| state_set(DRWState state, int clip_plane_count=0) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| Sub typedef | blender::draw::detail::Pass< DrawCommandBufType > | |
| sub(const char *name) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| sub_passes_ | blender::draw::detail::PassBase< DrawCommandBufType > | protected |
| submit(command::RecordingState &state) const | blender::draw::detail::PassBase< DrawCommandBufType > | protected |
| subpass_transition(GPUAttachmentState depth_attachment, Span< GPUAttachmentState > color_attachments) | blender::draw::detail::PassBase< DrawCommandBufType > | inline |
| use_custom_ids | blender::draw::detail::PassBase< DrawCommandBufType > | |