Blender
V3.3
|
#include <Python.h>
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "../generic/py_capi_utils.h"
#include "../mathutils/mathutils.h"
#include "gpu_py.h"
#include "gpu_py_texture.h"
#include "gpu_py_uniformbuffer.h"
#include "gpu_py_vertex_format.h"
#include "gpu_py_shader.h"
Go to the source code of this file.
Functions | |
Public API | |
PyObject * | BPyGPUShader_CreatePyObject (GPUShader *shader, bool is_builtin) |
PyObject * | bpygpu_shader_init (void) |
Enum Conversion. | |
#define | PYDOC_BUILTIN_SHADER_DESCRIPTION |
static const struct PyC_StringEnumItems | pygpu_shader_builtin_items [] |
static const struct PyC_StringEnumItems | pygpu_shader_config_items [] |
static int | pygpu_shader_uniform_location_get (GPUShader *shader, const char *name, const char *error_prefix) |
Shader Type | |
static struct PyMethodDef | pygpu_shader__tp_methods [] |
static PyGetSetDef | pygpu_shader__tp_getseters [] |
PyTypeObject | BPyGPUShader_Type |
static PyObject * | pygpu_shader__tp_new (PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds) |
PyDoc_STRVAR (pygpu_shader_bind_doc, ".. method:: bind()\n" "\n" " Bind the shader object. Required to be able to change uniforms of this shader.\n") | |
static PyObject * | pygpu_shader_bind (BPyGPUShader *self) |
PyDoc_STRVAR (pygpu_shader_uniform_from_name_doc, ".. method:: uniform_from_name(name)\n" "\n" " Get uniform location by name.\n" "\n" " :param name: Name of the uniform variable whose location is to be queried.\n" " :type name: str\n" " :return: Location of the uniform variable.\n" " :rtype: int\n") | |
static PyObject * | pygpu_shader_uniform_from_name (BPyGPUShader *self, PyObject *arg) |
PyDoc_STRVAR (pygpu_shader_uniform_block_from_name_doc, ".. method:: uniform_block_from_name(name)\n" "\n" " Get uniform block location by name.\n" "\n" " :param name: Name of the uniform block variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of the uniform block variable.\n" " :rtype: int\n") | |
static PyObject * | pygpu_shader_uniform_block_from_name (BPyGPUShader *self, PyObject *arg) |
static bool | pygpu_shader_uniform_vector_impl (PyObject *args, int elem_size, int *r_location, int *r_length, int *r_count, Py_buffer *r_pybuffer) |
PyDoc_STRVAR (pygpu_shader_uniform_vector_float_doc, ".. method:: uniform_vector_float(location, buffer, length, count)\n" "\n" " Set the buffer to fill the uniform.\n" "\n" " :param location: Location of the uniform variable to be modified.\n" " :type location: int\n" " :param buffer: The data that should be set. Can support the buffer protocol.\n" " :type buffer: sequence of floats\n" " :param length: Size of the uniform data type:\n\n" " - 1: float\n" " - 2: vec2 or float[2]\n" " - 3: vec3 or float[3]\n" " - 4: vec4 or float[4]\n" " - 9: mat3\n" " - 16: mat4\n" " :type length: int\n" " :param count: Specifies the number of elements, vector or matrices that are to " "be modified.\n" " :type count: int\n") | |
static PyObject * | pygpu_shader_uniform_vector_float (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_vector_int_doc, ".. method:: uniform_vector_int(location, buffer, length, count)\n" "\n" " See GPUShader.uniform_vector_float(...) description.\n") | |
static PyObject * | pygpu_shader_uniform_vector_int (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_bool_doc, ".. method:: uniform_bool(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of bools\n") | |
static PyObject * | pygpu_shader_uniform_bool (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_float_doc, ".. method:: uniform_float(name, value)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param value: Value that will be used to update the specified uniform variable.\n" " :type value: single number or sequence of numbers\n") | |
static PyObject * | pygpu_shader_uniform_float (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_int_doc, ".. method:: uniform_int(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of numbers\n") | |
static PyObject * | pygpu_shader_uniform_int (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_sampler_doc, ".. method:: uniform_sampler(name, texture)\n" "\n" " Specify the value of a texture uniform variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose texture is to be specified.\n" " :type name: str\n" " :param texture: Texture to attach.\n" " :type texture: :class:`gpu.types.GPUTexture`\n") | |
static PyObject * | pygpu_shader_uniform_sampler (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_uniform_block_doc, ".. method:: uniform_block(name, ubo)\n" "\n" " Specify the value of an uniform buffer object variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose UBO is to be specified.\n" " :type name: str\n" " :param ubo: Uniform Buffer to attach.\n" " :type texture: :class:`gpu.types.GPUUniformBuf`\n") | |
static PyObject * | pygpu_shader_uniform_block (BPyGPUShader *self, PyObject *args) |
PyDoc_STRVAR (pygpu_shader_attr_from_name_doc, ".. method:: attr_from_name(name)\n" "\n" " Get attribute location by name.\n" "\n" " :param name: The name of the attribute variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of an attribute variable.\n" " :rtype: int\n") | |
static PyObject * | pygpu_shader_attr_from_name (BPyGPUShader *self, PyObject *arg) |
PyDoc_STRVAR (pygpu_shader_calc_format_doc, ".. method:: calc_format()\n" "\n" " Build a new format based on the attributes of the shader.\n" "\n" " :return: vertex attribute format for the shader\n" " :rtype: :class:`gpu.types.GPUVertFormat`\n") | |
static PyObject * | pygpu_shader_calc_format (BPyGPUShader *self, PyObject *UNUSED(arg)) |
PyDoc_STRVAR (pygpu_shader_name_doc, "The name of the shader object for debugging purposes (read-only).\n\n:type: str") | |
static PyObject * | pygpu_shader_name (BPyGPUShader *self) |
PyDoc_STRVAR (pygpu_shader_program_doc, "The name of the program object for use by the OpenGL API (read-only).\n\n:type: int") | |
static PyObject * | pygpu_shader_program_get (BPyGPUShader *self, void *UNUSED(closure)) |
static void | pygpu_shader__tp_dealloc (BPyGPUShader *self) |
PyDoc_STRVAR (pygpu_shader__tp_doc, ".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None, " "name='pyGPUShader')\n" "\n" " GPUShader combines multiple GLSL shaders into a program used for drawing.\n" " It must contain at least a vertex and fragment shaders.\n" "\n" " The GLSL ``#version`` directive is automatically included at the top of shaders,\n" " and set to 330. Some preprocessor directives are automatically added according to\n" " the Operating System or availability: ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n" "\n" " The following extensions are enabled by default if supported by the GPU:\n" " ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array``\n" " and ``GL_ARB_shader_draw_parameters``.\n" "\n" " For drawing user interface elements and gizmos, use\n" " ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n" " to transform the output sRGB colors to the frame-buffer color-space.\n" "\n" " :param vertexcode: Vertex shader code.\n" " :type vertexcode: str\n" " :param fragcode: Fragment shader code.\n" " :type value: str\n" " :param geocode: Geometry shader code.\n" " :type value: str\n" " :param libcode: Code with functions and presets to be shared between shaders.\n" " :type value: str\n" " :param defines: Preprocessor directives.\n" " :type value: str\n" " :param name: Name of shader code, for debugging purposes.\n" " :type value: str\n") | |
gpu.shader Module API | |
static struct PyMethodDef | pygpu_shader_module__tp_methods [] |
static PyModuleDef | pygpu_shader_module_def |
PyDoc_STRVAR (pygpu_shader_unbind_doc, ".. function:: unbind()\n" "\n" " Unbind the bound shader object.\n") | |
static PyObject * | pygpu_shader_unbind (BPyGPUShader *UNUSED(self)) |
PyDoc_STRVAR (pygpu_shader_from_builtin_doc, ".. function:: from_builtin(shader_name, config='DEFAULT')\n" "\n" " Shaders that are embedded in the blender internal code (see :ref:`built-in-shaders`).\n" " They all read the uniform ``mat4 ModelViewProjectionMatrix``,\n" " which can be edited by the :mod:`gpu.matrix` module.\n" "\n" " You can also choose a shader configuration that uses clip_planes by setting the " "``CLIPPED`` value to the config parameter. Note that in this case you also need to " "manually set the value of ``mat4 ModelMatrix``.\n" "\n" " :param shader_name: One of the builtin shader names.\n" " :type shader_name: str\n" " :param config: One of these types of shader configuration:\n" "\n" " - ``DEFAULT``\n" " - ``CLIPPED``\n" " :type config: str\n" " :return: Shader object corresponding to the given name.\n" " :rtype: :class:`bpy.types.GPUShader`\n") | |
static PyObject * | pygpu_shader_from_builtin (PyObject *UNUSED(self), PyObject *args, PyObject *kwds) |
PyDoc_STRVAR (pygpu_shader_create_from_info_doc, ".. function:: create_from_info(shader_info)\n" "\n" " Create shader from a GPUShaderCreateInfo.\n" "\n" " :param shader_info: GPUShaderCreateInfo\n" " :type shader_info: :class:`bpy.types.GPUShaderCreateInfo`\n" " :return: Shader object corresponding to the given name.\n" " :rtype: :class:`bpy.types.GPUShader`\n") | |
static PyObject * | pygpu_shader_create_from_info (BPyGPUShader *UNUSED(self), BPyGPUShaderCreateInfo *o) |
PyDoc_STRVAR (pygpu_shader_module__tp_doc, "This module provides access to GPUShader internal functions.\n" "\n" ".. _built-in-shaders:\n" "\n" ".. rubric:: Built-in shaders\n" "\n" "All built-in shaders have the ``mat4 ModelViewProjectionMatrix`` uniform.\n" "\n" "Its value must be modified using the :class:`gpu.matrix` module.\n" "\n" PYDOC_BUILTIN_SHADER_DESCRIPTION) | |
bpygpu_
for local API.BPyGPU
for public API. Definition in file gpu_py_shader.c.
#define PYDOC_BUILTIN_SHADER_DESCRIPTION |
Definition at line 32 of file gpu_py_shader.c.
PyObject* bpygpu_shader_init | ( | void | ) |
Definition at line 887 of file gpu_py_shader.c.
References pygpu_shader_module_def.
Referenced by BPyInit_gpu().
Definition at line 876 of file gpu_py_shader.c.
References BPyGPUShader_Type, and blender::bke::attribute_accessor_functions::is_builtin().
Referenced by pygpu_shader__tp_new(), pygpu_shader_create_from_info(), and pygpu_shader_from_builtin().
PyDoc_STRVAR | ( | pygpu_shader__tp_doc | , |
".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None, " "name='pyGPUShader')\n" "\n" " GPUShader combines multiple GLSL shaders into a program used for drawing.\n" " It must contain at least a vertex and fragment shaders.\n" "\n" " The GLSL ``#version`` directive is automatically included at the top of | shaders, | ||
\n" " and set to 330. Some preprocessor directives are automatically added according to\n" " the Operating System or availability:``GPU_ATI`` | , | ||
``GPU_NVIDIA`` and ``GPU_INTEL``.\n" "\n" " The following extensions are enabled by default if supported by the GPU:\n" " ``GL_ARB_texture_gather`` | , | ||
``GL_ARB_texture_cube_map_array``\n" " and ``GL_ARB_shader_draw_parameters``.\n" "\n" " For drawing user interface elements and | gizmos, | ||
use\n" " `` | fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n" " to transform the output sRGB colors to the frame-buffer color-space.\n" "\n" " :param vertexcode: Vertex shader code.\n" " :type vertexcode: str\n" " :param fragcode: Fragment shader code.\n" " :type value: str\n" " :param geocode: Geometry shader code.\n" " :type value: str\n" " :param libcode: Code with functions and presets to be shared between shaders.\n" " :type value: str\n" " :param defines: Preprocessor directives.\n" " :type value: str\n" " :param name: Name of shader code , |
||
for debugging purposes.\n" " :type value:str\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_attr_from_name_doc | , |
".. method:: attr_from_name(name)\n" "\n" " Get attribute location by name.\n" "\n" " :param name: The name of the attribute variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of an attribute variable.\n" " :rtype: int\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_bind_doc | , |
".. method:: bind()\n" "\n" " Bind the shader object. Required to be able to change uniforms of this shader.\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_calc_format_doc | , |
".. method:: calc_format()\n" "\n" " Build a new format based on the attributes of the shader.\n" "\n" " :return: vertex attribute format for the shader\n" " :rtype: :class:`gpu.types.GPUVertFormat`\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_create_from_info_doc | , |
".. function:: create_from_info(shader_info)\n" "\n" " Create shader from a GPUShaderCreateInfo.\n" "\n" " :param shader_info: GPUShaderCreateInfo\n" " :type shader_info: :class:`bpy.types.GPUShaderCreateInfo`\n" " :return: Shader object corresponding to the given name.\n" " :rtype: :class:`bpy.types.GPUShader`\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_from_builtin_doc | , |
".. function:: from_builtin(shader_name, config='DEFAULT')\n" "\n" " Shaders that are embedded in the blender internal code (see :ref:`built-in-shaders`).\n" " They all read the uniform ``mat4 ModelViewProjectionMatrix`` | , | ||
\n" " which can be edited by the :mod:`gpu.matrix` module.\n" "\n" " You can also choose a shader configuration that uses clip_planes by setting the " "``CLIPPED`` value to the config parameter. Note that in this case you also need to " "manually set the value of ``mat4 ModelMatrix``.\n" "\n" " :param shader_name:One of the builtin shader names.\n" " :type shader_name:str\n" " :param config:One of these types of shader configuration:\n" "\n" " - ``DEFAULT``\n" " - ``CLIPPED``\n" " :type config:str\n" " :return:Shader object corresponding to the given name.\n" " :rtype::class:`bpy.types.GPUShader`\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_module__tp_doc | , |
"This module provides access to GPUShader internal functions.\n" "\n" ".. _built-in-shaders:\n" "\n" ".. rubric:: Built-in shaders\n" "\n" "All built-in shaders have the ``mat4 ModelViewProjectionMatrix`` uniform.\n" "\n" "Its value must be modified using the :class:`gpu.matrix` module.\n" "\n" | PYDOC_BUILTIN_SHADER_DESCRIPTION | ||
) |
PyDoc_STRVAR | ( | pygpu_shader_name_doc | , |
"The name of the shader object for debugging purposes (read-only).\n\n:type: str" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_program_doc | , |
"The name of the program object for use by the OpenGL API (read-only).\n\n:type: int" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_unbind_doc | , |
".. function:: unbind()\n" "\n" " Unbind the bound shader object.\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_block_doc | , |
".. method:: uniform_block(name, ubo)\n" "\n" " Specify the value of an uniform buffer object variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose UBO is to be specified.\n" " :type name: str\n" " :param ubo: Uniform Buffer to attach.\n" " :type texture: :class:`gpu.types.GPUUniformBuf`\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_block_from_name_doc | , |
".. method:: uniform_block_from_name(name)\n" "\n" " Get uniform block location by name.\n" "\n" " :param name: Name of the uniform block variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of the uniform block variable.\n" " :rtype: int\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_bool_doc | , |
".. method:: uniform_bool(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of bools\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_float_doc | , |
".. method:: uniform_float(name, value)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param value: Value that will be used to update the specified uniform variable.\n" " :type value: single number or sequence of numbers\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_from_name_doc | , |
".. method:: uniform_from_name(name)\n" "\n" " Get uniform location by name.\n" "\n" " :param name: Name of the uniform variable whose location is to be queried.\n" " :type name: str\n" " :return: Location of the uniform variable.\n" " :rtype: int\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_int_doc | , |
".. method:: uniform_int(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of numbers\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_sampler_doc | , |
".. method:: uniform_sampler(name, texture)\n" "\n" " Specify the value of a texture uniform variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose texture is to be specified.\n" " :type name: str\n" " :param texture: Texture to attach.\n" " :type texture: :class:`gpu.types.GPUTexture`\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_vector_float_doc | , |
".. method:: uniform_vector_float(location, buffer, length, count)\n" "\n" " Set the buffer to fill the uniform.\n" "\n" " :param location: Location of the uniform variable to be modified.\n" " :type location: int\n" " :param buffer: The data that should be set. Can support the buffer protocol.\n" " :type buffer: sequence of floats\n" " :param length: Size of the uniform data type:\n\n" " - 1: float\n" " - 2: vec2 or float\n" " - 3: vec3 or float\n" " - 4: vec4 or float\n" " - 9: mat3\n" " - 16: mat4\n" " :type length: int\n" " :param count: Specifies the number of | elements[2][3][4], | ||
vector or matrices that are to " "be modified.\n" " :type count:int\n" | |||
) |
PyDoc_STRVAR | ( | pygpu_shader_uniform_vector_int_doc | , |
".. method:: uniform_vector_int(location, buffer, length, count)\n" "\n" " See GPUShader.uniform_vector_float(...) description.\n" | |||
) |
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Definition at line 687 of file gpu_py_shader.c.
References GPU_shader_free(), and self.
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Definition at line 107 of file gpu_py_shader.c.
References BPYGPU_IS_INIT_OR_ERROR_OBJ, BPyGPUShader_CreatePyObject(), GPU_shader_create_from_python(), NULL, and params.
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Definition at line 586 of file gpu_py_shader.c.
References GPU_shader_get_attribute(), NULL, and self.
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Definition at line 166 of file gpu_py_shader.c.
References GPU_shader_bind(), and self.
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Definition at line 610 of file gpu_py_shader.c.
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Definition at line 816 of file gpu_py_shader.c.
References BPyGPUShader_CreatePyObject(), BPyGPUShaderCreateInfo_Check, error(), GPU_shader_create_from_info(), GPU_shader_create_info_check_error(), BPyGPUShaderCreateInfo::info, and NULL.
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Definition at line 775 of file gpu_py_shader.c.
References BPYGPU_IS_INIT_OR_ERROR_OBJ, BPyGPUShader_CreatePyObject(), GPU_SHADER_CFG_DEFAULT, GPU_shader_get_builtin_shader_with_config(), NULL, PyC_ParseStringEnum(), pygpu_shader_builtin_items, pygpu_shader_config_items, and PyC_StringEnum::value_found.
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Definition at line 668 of file gpu_py_shader.c.
References GPU_shader_get_name(), and self.
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Definition at line 676 of file gpu_py_shader.c.
References GPU_shader_get_program(), and self.
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Definition at line 748 of file gpu_py_shader.c.
References GPU_shader_unbind().
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Definition at line 554 of file gpu_py_shader.c.
References BPyGPUUniformBuf_Type, GPU_shader_get_uniform_block_binding(), GPU_uniformbuf_bind(), NULL, self, and BPyGPUUniformBuf::ubo.
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Definition at line 208 of file gpu_py_shader.c.
References GPU_shader_get_uniform_block(), NULL, and self.
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Definition at line 323 of file gpu_py_shader.c.
References GPU_shader_uniform_vector_int(), id, blender::math::length(), NULL, params, PyC_AsArray_FAST(), pygpu_shader_uniform_location_get(), ret, and self.
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Definition at line 388 of file gpu_py_shader.c.
References BaseMath_ReadCallback, MatrixObject::col_num, ELEM, float(), GPU_shader_uniform_vector(), id, if(), blender::math::length(), mathutils_array_parse(), MatrixObject_Check, NULL, params, pygpu_shader_uniform_location_get(), MatrixObject::row_num, and self.
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Definition at line 181 of file gpu_py_shader.c.
References NULL, pygpu_shader_uniform_location_get(), and self.
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Definition at line 457 of file gpu_py_shader.c.
References GPU_shader_uniform_vector_int(), id, blender::math::length(), NULL, params, PyC_AsArray_FAST(), pygpu_shader_uniform_location_get(), ret, and self.
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Definition at line 88 of file gpu_py_shader.c.
References GPU_shader_get_uniform().
Referenced by pygpu_shader_uniform_bool(), pygpu_shader_uniform_float(), pygpu_shader_uniform_from_name(), and pygpu_shader_uniform_int().
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Definition at line 528 of file gpu_py_shader.c.
References BPyGPUTexture_Type, GPU_shader_get_texture_binding(), GPU_shader_uniform_1i(), GPU_texture_bind(), NULL, self, and BPyGPUTexture::tex.
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Definition at line 274 of file gpu_py_shader.c.
References count, GPU_shader_uniform_vector(), blender::math::length(), NULL, pygpu_shader_uniform_vector_impl(), and self.
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Definition at line 225 of file gpu_py_shader.c.
References buffer.
Referenced by pygpu_shader_uniform_vector_float(), and pygpu_shader_uniform_vector_int().
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Definition at line 296 of file gpu_py_shader.c.
References count, GPU_shader_uniform_vector_int(), blender::math::length(), NULL, pygpu_shader_uniform_vector_impl(), and self.
PyTypeObject BPyGPUShader_Type |
Definition at line 727 of file gpu_py_shader.c.
Referenced by bpygpu_types_init(), BPyGPUShader_CreatePyObject(), and pygpu_batch_draw().
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Definition at line 681 of file gpu_py_shader.c.
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Definition at line 610 of file gpu_py_shader.c.
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Definition at line 1 of file gpu_py_shader.c.
Referenced by pygpu_shader_from_builtin().
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Definition at line 1 of file gpu_py_shader.c.
Referenced by pygpu_shader_from_builtin().
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Definition at line 816 of file gpu_py_shader.c.
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Definition at line 863 of file gpu_py_shader.c.
Referenced by bpygpu_shader_init().