#define GPU_ATTACHMENT_TEXTURE(_texture)
#define GPU_ATTACHMENT_NONE
void ensure(GPUAttachment depth=GPU_ATTACHMENT_NONE, GPUAttachment color1=GPU_ATTACHMENT_NONE, GPUAttachment color2=GPU_ATTACHMENT_NONE, GPUAttachment color3=GPU_ATTACHMENT_NONE, GPUAttachment color4=GPU_ATTACHMENT_NONE, GPUAttachment color5=GPU_ATTACHMENT_NONE, GPUAttachment color6=GPU_ATTACHMENT_NONE, GPUAttachment color7=GPU_ATTACHMENT_NONE, GPUAttachment color8=GPU_ATTACHMENT_NONE)
void submit(PassSimple &pass, View &view)
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
void state_set(DRWState state, int clip_plane_count=0)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void shader_set(GPUShader *shader)
void draw(Manager &manager, SceneResources &resources)
void sync(SceneResources &resources)
void init(const SceneState &scene_state)
static ShaderCache & get()
@ DRW_STATE_BLEND_ALPHA_PREMUL
UniformBuffer< WorldData > world_buf
TextureFromPool object_id_tx