58 Shader::set_srgb_uniform(shader);
85 if (vertex_len == 0) {
93 return vertex_len % 2 == 0;
96 return vertex_len >= 2;
98 return vertex_len >= 4;
100 return vertex_len % 3 == 0;
103 return vertex_len >= 3;
125 if (line_width == 1.0f) {
171 if (
ELEM(polyline_sh,
265 imm->
batch->flag &= ~GPU_BATCH_BUILDING;
629 float data[4] = {r, g,
b, a};
657 const float scale = 1.0f / 255.0f;
663 const float scale = 1.0f / 255.0f;
682#ifndef GPU_STANDALONE
MINLINE void copy_v4_v4(float r[4], const float a[4])
blender::gpu::Batch * GPU_batch_create_ex(GPUPrimType primitive_type, blender::gpu::VertBuf *vertex_buf, blender::gpu::IndexBuf *index_buf, eGPUBatchFlag owns_flag)
void GPU_batch_set_shader(blender::gpu::Batch *batch, GPUShader *shader)
void GPU_matrix_bind(GPUShader *shader)
@ GPU_PRIM_LINE_STRIP_ADJ
int GPU_shader_get_sampler_binding(GPUShader *shader, const char *name)
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
int GPU_shader_get_ubo_binding(GPUShader *shader, const char *name)
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z)
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y)
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3])
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float(*val)[4])
void GPU_shader_uniform_float_ex(GPUShader *shader, int location, int length, int array_size, const float *value)
void GPU_shader_bind(GPUShader *shader)
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4])
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w)
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
GPUShader * GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
@ GPU_SHADER_3D_SMOOTH_COLOR
@ GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR
@ GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR
@ GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR
@ GPU_SHADER_3D_UNIFORM_COLOR
@ GPU_SHADER_3D_FLAT_COLOR
@ GPU_SHADER_3D_POLYLINE_FLAT_COLOR
@ GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR
eGPUBlend GPU_blend_get()
float GPU_line_width_get()
void GPU_viewport_size_get_f(float coords[4])
void GPU_texture_bind(GPUTexture *texture, int unit)
void GPU_texture_bind_ex(GPUTexture *texture, GPUSamplerState state, int unit)
#define GPU_vertbuf_create_with_format(format)
void GPU_vertbuf_data_resize(blender::gpu::VertBuf &verts, uint v_len)
void GPU_vertbuf_data_alloc(blender::gpu::VertBuf &verts, uint v_len)
void UI_GetThemeColorShadeAlpha4ubv(int colorid, int coloffset, int alphaoffset, unsigned char col[4])
void UI_GetThemeColor3fv(int colorid, float col[3])
void UI_GetThemeColorBlend3ubv(int colorid1, int colorid2, float fac, unsigned char col[3])
void UI_GetThemeColorBlendShade4fv(int colorid1, int colorid2, float fac, int offset, float col[4])
void UI_GetThemeColorShadeAlpha4fv(int colorid, int coloffset, int alphaoffset, float col[4])
void UI_GetThemeColor4fv(int colorid, float col[4])
void UI_GetThemeColorShade4fv(int colorid, int offset, float col[4])
struct GPUShader GPUShader
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
local_group_size(16, 16) .push_constant(Type b
struct @620::@623 attr_id