@ DRW_STATE_DEPTH_LESS_EQUAL
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_call(shgroup, geom, ob)
struct GPUShader GPUShader
GPUBatch * DRW_cache_volume_selection_surface_get(Object *ob)
bool DRW_state_is_select(void)
DRWShadingGroup * DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
void DRW_draw_pass(DRWPass *pass)
ccl_gpu_kernel_postfix ccl_global float int int int int sh
GPUShader * OVERLAY_shader_depth_only(void)
void OVERLAY_volume_draw(OVERLAY_Data *vedata)
void OVERLAY_volume_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_volume_cache_init(OVERLAY_Data *vedata)
OVERLAY_StorageList * stl
DRWShadingGroup * volume_selection_surface_grp
struct OVERLAY_PrivateData * pd