bind_fragment_buffer(id< MTLBuffer > buffer, uint buffer_offset, uint index) | blender::gpu::MTLRenderPassState | |
bind_fragment_bytes(void *bytes, uint length, uint index) | blender::gpu::MTLRenderPassState | |
bind_fragment_sampler(MTLSamplerBinding &sampler_binding, bool use_argument_buffer_for_samplers, uint slot) | blender::gpu::MTLRenderPassState | |
bind_fragment_texture(id< MTLTexture > tex, uint slot) | blender::gpu::MTLRenderPassState | |
bind_vertex_buffer(id< MTLBuffer > buffer, uint buffer_offset, uint index) | blender::gpu::MTLRenderPassState | |
bind_vertex_bytes(void *bytes, uint length, uint index) | blender::gpu::MTLRenderPassState | |
bind_vertex_sampler(MTLSamplerBinding &sampler_binding, bool use_argument_buffer_for_samplers, uint slot) | blender::gpu::MTLRenderPassState | |
bind_vertex_texture(id< MTLTexture > tex, uint slot) | blender::gpu::MTLRenderPassState | |
bound_ds_state | blender::gpu::MTLRenderPassState | |
bound_pso | blender::gpu::MTLRenderPassState | |
cached_fragment_buffer_bindings | blender::gpu::MTLRenderPassState | |
cached_fragment_sampler_state_bindings | blender::gpu::MTLRenderPassState | |
cached_fragment_texture_bindings | blender::gpu::MTLRenderPassState | |
cached_vertex_buffer_bindings | blender::gpu::MTLRenderPassState | |
cached_vertex_sampler_state_bindings | blender::gpu::MTLRenderPassState | |
cached_vertex_texture_bindings | blender::gpu::MTLRenderPassState | |
cmd | blender::gpu::MTLRenderPassState | |
ctx | blender::gpu::MTLRenderPassState | |
last_bound_shader_state | blender::gpu::MTLRenderPassState | |
last_scissor_rect | blender::gpu::MTLRenderPassState | |
last_used_stencil_ref_value | blender::gpu::MTLRenderPassState | |
MTLContext class | blender::gpu::MTLRenderPassState | friend |
MTLRenderPassState(MTLContext &context, MTLCommandBufferManager &command_buffer_manager) | blender::gpu::MTLRenderPassState | inline |
reset_state() | blender::gpu::MTLRenderPassState | |