22 for (
int i = 0; i < 2; i++) {
50 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct RegionView3D *rv3d)
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
struct GPUShader GPUShader
GPUBatch * DRW_cache_object_surface_get(Object *ob)
const DRWContextState * DRW_context_state_get(void)
bool DRW_state_is_image_render(void)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask)
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
void OVERLAY_facing_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_facing_draw(OVERLAY_Data *vedata)
void OVERLAY_facing_init(OVERLAY_Data *UNUSED(vedata))
void OVERLAY_facing_cache_init(OVERLAY_Data *vedata)
void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_facing(void)
struct RegionView3D * rv3d
struct GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
DRWShadingGroup * facing_grp[2]
struct OVERLAY_PrivateData * pd