53 PassSimple anti_aliasing_ps_ = {
"AntiAliasing"};
55 GPUFrameBuffer *framebuffer_ref_ =
nullptr;
60 if (res.is_selection()) {
61 anti_aliasing_ps_.init();
72 pass.
shader_set(res.shaders->anti_aliasing.get());
85 framebuffer_ref_ = framebuffer;
86 manager.submit(anti_aliasing_ps_);
@ USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void state_set(DRWState state, int clip_plane_count=0)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void framebuffer_set(GPUFrameBuffer **framebuffer)
void push_constant(const char *name, const float &data)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandleRange handle={0}, uint custom_id=0)
void shader_set(GPUShader *shader)
void begin_sync(Resources &res, const State &) final
void draw_output(Framebuffer &framebuffer, Manager &manager, View &) final
#define DRW_CLIPPING_UBO_SLOT
#define OVERLAY_GLOBALS_SLOT
@ DRW_STATE_BLEND_ALPHA_PREMUL
detail::Pass< command::DrawCommandBuf > PassSimple