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blender-archive/source/blender/gpu/CMakeLists.txt
Charlie Jolly bfa0ee13d5 Node: Mix node
This patch is a response to T92588 and is implemented
as a Function/Shader node.

This node has support for Float, Vector and Color data types.

For Vector it supports uniform and non-uniform mixing.

For Color it now has the option to remove factor clamping.

It replaces the Mix RGB for Shader and Geometry node trees.

As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.

Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht

Maniphest Tasks: T92588

Differential Revision: https://developer.blender.org/D13749
2022-08-31 00:13:57 +01:00

700 lines
25 KiB
CMake

# SPDX-License-Identifier: GPL-2.0-or-later
# Copyright 2006 Blender Foundation. All rights reserved.
# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
# to more easily highlight code-paths in other libraries that need to be refactored,
# bf_gpu is allowed to have opengl regardless of this option.
if(NOT WITH_OPENGL AND NOT WITH_METAL_BACKEND AND NOT WITH_HEADLESS)
add_definitions(-DWITH_OPENGL)
endif()
set(INC
.
intern
metal
opengl
../blenkernel
../blenlib
../bmesh
../draw
../imbuf
../makesdna
../makesrna
# For theme color access.
../editors/include
# For *_info.hh includes.
../draw/engines/eevee_next
# For node muting stuff.
../nodes
../../../intern/atomic
../../../intern/clog
../../../intern/ghost
../../../intern/guardedalloc
../../../intern/mantaflow/extern
)
set(INC_SYS
${Epoxy_INCLUDE_DIRS}
)
set(SRC
intern/gpu_batch.cc
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
intern/gpu_buffers.c
intern/gpu_capabilities.cc
intern/gpu_codegen.cc
intern/gpu_compute.cc
intern/gpu_context.cc
intern/gpu_debug.cc
intern/gpu_drawlist.cc
intern/gpu_framebuffer.cc
intern/gpu_immediate.cc
intern/gpu_immediate_util.c
intern/gpu_index_buffer.cc
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_query.cc
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.cc
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
intern/gpu_shader_create_info.cc
intern/gpu_shader_dependency.cc
intern/gpu_shader_interface.cc
intern/gpu_shader_log.cc
intern/gpu_state.cc
intern/gpu_storage_buffer.cc
intern/gpu_texture.cc
intern/gpu_uniform_buffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_viewport.c
GPU_batch.h
GPU_batch_presets.h
GPU_batch_utils.h
GPU_buffers.h
GPU_capabilities.h
GPU_common.h
GPU_common_types.h
GPU_compute.h
GPU_context.h
GPU_debug.h
GPU_drawlist.h
GPU_framebuffer.h
GPU_immediate.h
GPU_immediate_util.h
GPU_index_buffer.h
GPU_init_exit.h
GPU_material.h
GPU_matrix.h
GPU_platform.h
GPU_primitive.h
GPU_select.h
GPU_shader.h
GPU_shader_shared.h
GPU_state.h
GPU_storage_buffer.h
GPU_texture.h
GPU_uniform_buffer.h
GPU_vertex_buffer.h
GPU_vertex_format.h
GPU_viewport.h
intern/gpu_backend.hh
intern/gpu_batch_private.hh
intern/gpu_capabilities_private.hh
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_debug_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_immediate_private.hh
intern/gpu_index_buffer_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
intern/gpu_platform_private.hh
intern/gpu_private.h
intern/gpu_query.hh
intern/gpu_select_private.h
intern/gpu_shader_create_info.hh
intern/gpu_shader_create_info_private.hh
intern/gpu_shader_dependency_private.h
intern/gpu_shader_interface.hh
intern/gpu_shader_private.hh
intern/gpu_state_private.hh
intern/gpu_storage_buffer_private.hh
intern/gpu_texture_private.hh
intern/gpu_uniform_buffer_private.hh
intern/gpu_vertex_buffer_private.hh
intern/gpu_vertex_format_private.h
)
set(OPENGL_SRC
opengl/gl_backend.cc
opengl/gl_batch.cc
opengl/gl_compute.cc
opengl/gl_context.cc
opengl/gl_debug.cc
opengl/gl_debug_layer.cc
opengl/gl_drawlist.cc
opengl/gl_framebuffer.cc
opengl/gl_immediate.cc
opengl/gl_index_buffer.cc
opengl/gl_query.cc
opengl/gl_shader.cc
opengl/gl_shader_interface.cc
opengl/gl_shader_log.cc
opengl/gl_state.cc
opengl/gl_storage_buffer.cc
opengl/gl_texture.cc
opengl/gl_uniform_buffer.cc
opengl/gl_vertex_array.cc
opengl/gl_vertex_buffer.cc
opengl/gl_backend.hh
opengl/gl_batch.hh
opengl/gl_compute.hh
opengl/gl_context.hh
opengl/gl_debug.hh
opengl/gl_drawlist.hh
opengl/gl_framebuffer.hh
opengl/gl_immediate.hh
opengl/gl_index_buffer.hh
opengl/gl_primitive.hh
opengl/gl_query.hh
opengl/gl_shader.hh
opengl/gl_shader_interface.hh
opengl/gl_state.hh
opengl/gl_storage_buffer.hh
opengl/gl_texture.hh
opengl/gl_uniform_buffer.hh
opengl/gl_vertex_array.hh
opengl/gl_vertex_buffer.hh
)
set(METAL_SRC
metal/mtl_backend.mm
metal/mtl_command_buffer.mm
metal/mtl_context.mm
metal/mtl_debug.mm
metal/mtl_framebuffer.mm
metal/mtl_memory.mm
metal/mtl_query.mm
metal/mtl_state.mm
metal/mtl_texture.mm
metal/mtl_texture_util.mm
metal/mtl_uniform_buffer.mm
metal/mtl_backend.hh
metal/mtl_capabilities.hh
metal/mtl_common.hh
metal/mtl_context.hh
metal/mtl_debug.hh
metal/mtl_framebuffer.hh
metal/mtl_memory.hh
metal/mtl_query.hh
metal/mtl_state.hh
metal/mtl_texture.hh
metal/mtl_uniform_buffer.hh
)
# Select Backend source based on availability
if(WITH_OPENGL)
list(APPEND SRC ${OPENGL_SRC})
endif()
if(WITH_METAL_BACKEND)
list(APPEND SRC ${METAL_SRC})
endif()
set(LIB
${Epoxy_LIBRARIES}
)
set(MSL_SRC
metal/kernels/compute_texture_update.msl
metal/kernels/compute_texture_read.msl
metal/kernels/depth_2d_update_float_frag.glsl
metal/kernels/depth_2d_update_int24_frag.glsl
metal/kernels/depth_2d_update_int32_frag.glsl
metal/kernels/depth_2d_update_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_frag.glsl
)
set(GLSL_SRC
GPU_shader_shared.h
shaders/opengl/glsl_shader_defines.glsl
shaders/gpu_shader_depth_only_frag.glsl
shaders/gpu_shader_uniform_color_frag.glsl
shaders/gpu_shader_checker_frag.glsl
shaders/gpu_shader_diag_stripes_frag.glsl
shaders/gpu_shader_simple_lighting_frag.glsl
shaders/gpu_shader_flat_color_frag.glsl
shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
shaders/gpu_shader_flat_id_frag.glsl
shaders/gpu_shader_2D_vert.glsl
shaders/gpu_shader_2D_area_borders_vert.glsl
shaders/gpu_shader_2D_area_borders_frag.glsl
shaders/gpu_shader_2D_widget_base_vert.glsl
shaders/gpu_shader_2D_widget_base_frag.glsl
shaders/gpu_shader_2D_widget_shadow_vert.glsl
shaders/gpu_shader_2D_widget_shadow_frag.glsl
shaders/gpu_shader_2D_nodelink_frag.glsl
shaders/gpu_shader_2D_nodelink_vert.glsl
shaders/gpu_shader_2D_flat_color_vert.glsl
shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
shaders/gpu_shader_2D_line_dashed_frag.glsl
shaders/gpu_shader_2D_smooth_color_vert.glsl
shaders/gpu_shader_2D_smooth_color_frag.glsl
shaders/gpu_shader_2D_image_vert.glsl
shaders/gpu_shader_2D_image_rect_vert.glsl
shaders/gpu_shader_2D_image_multi_rect_vert.glsl
shaders/gpu_shader_image_frag.glsl
shaders/gpu_shader_image_desaturate_frag.glsl
shaders/gpu_shader_image_overlays_merge_frag.glsl
shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
shaders/gpu_shader_image_modulate_alpha_frag.glsl
shaders/gpu_shader_image_shuffle_color_frag.glsl
shaders/gpu_shader_image_color_frag.glsl
shaders/gpu_shader_image_varying_color_frag.glsl
shaders/gpu_shader_3D_image_vert.glsl
shaders/gpu_shader_3D_vert.glsl
shaders/gpu_shader_3D_normal_vert.glsl
shaders/gpu_shader_3D_flat_color_vert.glsl
shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
shaders/gpu_shader_3D_polyline_frag.glsl
shaders/gpu_shader_3D_polyline_geom.glsl
shaders/gpu_shader_3D_polyline_vert.glsl
shaders/gpu_shader_3D_smooth_color_vert.glsl
shaders/gpu_shader_3D_smooth_color_frag.glsl
shaders/gpu_shader_3D_passthrough_vert.glsl
shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
shaders/gpu_shader_point_uniform_color_aa_frag.glsl
shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_frag.glsl
shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
shaders/gpu_shader_text_vert.glsl
shaders/gpu_shader_text_frag.glsl
shaders/gpu_shader_keyframe_shape_vert.glsl
shaders/gpu_shader_keyframe_shape_frag.glsl
shaders/gpu_shader_codegen_lib.glsl
shaders/common/gpu_shader_common_color_ramp.glsl
shaders/common/gpu_shader_common_color_utils.glsl
shaders/common/gpu_shader_common_curves.glsl
shaders/common/gpu_shader_common_hash.glsl
shaders/common/gpu_shader_common_math.glsl
shaders/common/gpu_shader_common_math_utils.glsl
shaders/common/gpu_shader_common_mix_rgb.glsl
shaders/compositor/compositor_alpha_crop.glsl
shaders/compositor/compositor_bilateral_blur.glsl
shaders/compositor/compositor_bokeh_image.glsl
shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
shaders/compositor/compositor_despeckle.glsl
shaders/compositor/compositor_directional_blur.glsl
shaders/compositor/compositor_edge_filter.glsl
shaders/compositor/compositor_ellipse_mask.glsl
shaders/compositor/compositor_filter.glsl
shaders/compositor/compositor_flip.glsl
shaders/compositor/compositor_image_crop.glsl
shaders/compositor/compositor_projector_lens_distortion.glsl
shaders/compositor/compositor_realize_on_domain.glsl
shaders/compositor/compositor_screen_lens_distortion.glsl
shaders/compositor/compositor_set_alpha.glsl
shaders/compositor/compositor_split_viewer.glsl
shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_exposure.glsl
shaders/compositor/library/gpu_shader_compositor_gamma.glsl
shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
shaders/compositor/library/gpu_shader_compositor_invert.glsl
shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_main.glsl
shaders/compositor/library/gpu_shader_compositor_map_value.glsl
shaders/compositor/library/gpu_shader_compositor_normal.glsl
shaders/compositor/library/gpu_shader_compositor_posterize.glsl
shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl
shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl
shaders/compositor/library/gpu_shader_compositor_store_output.glsl
shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl
shaders/material/gpu_shader_material_add_shader.glsl
shaders/material/gpu_shader_material_ambient_occlusion.glsl
shaders/material/gpu_shader_material_anisotropic.glsl
shaders/material/gpu_shader_material_attribute.glsl
shaders/material/gpu_shader_material_background.glsl
shaders/material/gpu_shader_material_bevel.glsl
shaders/material/gpu_shader_material_wavelength.glsl
shaders/material/gpu_shader_material_blackbody.glsl
shaders/material/gpu_shader_material_bright_contrast.glsl
shaders/material/gpu_shader_material_bump.glsl
shaders/material/gpu_shader_material_camera.glsl
shaders/material/gpu_shader_material_clamp.glsl
shaders/material/gpu_shader_material_combine_color.glsl
shaders/material/gpu_shader_material_combine_hsv.glsl
shaders/material/gpu_shader_material_combine_rgb.glsl
shaders/material/gpu_shader_material_combine_xyz.glsl
shaders/material/gpu_shader_material_diffuse.glsl
shaders/material/gpu_shader_material_displacement.glsl
shaders/material/gpu_shader_material_eevee_specular.glsl
shaders/material/gpu_shader_material_emission.glsl
shaders/material/gpu_shader_material_fractal_noise.glsl
shaders/material/gpu_shader_material_fresnel.glsl
shaders/material/gpu_shader_material_gamma.glsl
shaders/material/gpu_shader_material_geometry.glsl
shaders/material/gpu_shader_material_glass.glsl
shaders/material/gpu_shader_material_glossy.glsl
shaders/material/gpu_shader_material_hair_info.glsl
shaders/material/gpu_shader_material_hair.glsl
shaders/material/gpu_shader_material_holdout.glsl
shaders/material/gpu_shader_material_hue_sat_val.glsl
shaders/material/gpu_shader_material_invert.glsl
shaders/material/gpu_shader_material_layer_weight.glsl
shaders/material/gpu_shader_material_light_falloff.glsl
shaders/material/gpu_shader_material_light_path.glsl
shaders/material/gpu_shader_material_mapping.glsl
shaders/material/gpu_shader_material_map_range.glsl
shaders/material/gpu_shader_material_mix_color.glsl
shaders/material/gpu_shader_material_mix_shader.glsl
shaders/material/gpu_shader_material_noise.glsl
shaders/material/gpu_shader_material_normal.glsl
shaders/material/gpu_shader_material_normal_map.glsl
shaders/material/gpu_shader_material_object_info.glsl
shaders/material/gpu_shader_material_output_aov.glsl
shaders/material/gpu_shader_material_output_material.glsl
shaders/material/gpu_shader_material_output_world.glsl
shaders/material/gpu_shader_material_particle_info.glsl
shaders/material/gpu_shader_material_point_info.glsl
shaders/material/gpu_shader_material_principled.glsl
shaders/material/gpu_shader_material_refraction.glsl
shaders/material/gpu_shader_material_rgb_to_bw.glsl
shaders/material/gpu_shader_material_separate_color.glsl
shaders/material/gpu_shader_material_separate_hsv.glsl
shaders/material/gpu_shader_material_separate_rgb.glsl
shaders/material/gpu_shader_material_separate_xyz.glsl
shaders/material/gpu_shader_material_set.glsl
shaders/material/gpu_shader_material_shader_to_rgba.glsl
shaders/material/gpu_shader_material_squeeze.glsl
shaders/material/gpu_shader_material_subsurface_scattering.glsl
shaders/material/gpu_shader_material_tangent.glsl
shaders/material/gpu_shader_material_tex_brick.glsl
shaders/material/gpu_shader_material_tex_checker.glsl
shaders/material/gpu_shader_material_tex_environment.glsl
shaders/material/gpu_shader_material_tex_gradient.glsl
shaders/material/gpu_shader_material_tex_image.glsl
shaders/material/gpu_shader_material_tex_magic.glsl
shaders/material/gpu_shader_material_tex_musgrave.glsl
shaders/material/gpu_shader_material_tex_noise.glsl
shaders/material/gpu_shader_material_tex_sky.glsl
shaders/material/gpu_shader_material_texture_coordinates.glsl
shaders/material/gpu_shader_material_tex_voronoi.glsl
shaders/material/gpu_shader_material_tex_wave.glsl
shaders/material/gpu_shader_material_tex_white_noise.glsl
shaders/material/gpu_shader_material_toon.glsl
shaders/material/gpu_shader_material_transform_utils.glsl
shaders/material/gpu_shader_material_translucent.glsl
shaders/material/gpu_shader_material_transparent.glsl
shaders/material/gpu_shader_material_uv_map.glsl
shaders/material/gpu_shader_material_vector_displacement.glsl
shaders/material/gpu_shader_material_vector_math.glsl
shaders/material/gpu_shader_material_vector_rotate.glsl
shaders/material/gpu_shader_material_velvet.glsl
shaders/material/gpu_shader_material_vertex_color.glsl
shaders/material/gpu_shader_material_volume_absorption.glsl
shaders/material/gpu_shader_material_volume_principled.glsl
shaders/material/gpu_shader_material_volume_scatter.glsl
shaders/material/gpu_shader_material_wireframe.glsl
shaders/material/gpu_shader_material_world_normals.glsl
shaders/gpu_shader_gpencil_stroke_vert.glsl
shaders/gpu_shader_gpencil_stroke_frag.glsl
shaders/gpu_shader_gpencil_stroke_geom.glsl
shaders/gpu_shader_cfg_world_clip_lib.glsl
shaders/gpu_shader_colorspace_lib.glsl
GPU_shader_shared_utils.h
)
set(GLSL_C)
foreach(GLSL_FILE ${GLSL_SRC})
data_to_c_simple(${GLSL_FILE} GLSL_C)
endforeach()
if(WITH_METAL_BACKEND)
set(MSL_C)
foreach(MSL_FILE ${MSL_SRC})
data_to_c_simple(${MSL_FILE} MSL_C)
endforeach()
list(APPEND GLSL_C ${MSL_C})
endif()
blender_add_lib(bf_gpu_shaders "${GLSL_C}" "" "" "")
list(APPEND LIB
bf_gpu_shaders
)
set(GLSL_SOURCE_CONTENT "")
foreach(GLSL_FILE ${GLSL_SRC})
get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\", \"${GLSL_FILE}\"\)\n")
endforeach()
set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_gpu_source_list.h")
file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
list(APPEND SRC ${glsl_source_list_file})
list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
set(SRC_SHADER_CREATE_INFOS
../draw/engines/basic/shaders/infos/basic_depth_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
../draw/engines/gpencil/shaders/infos/gpencil_info.hh
../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh
../draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh
../draw/engines/overlay/shaders/infos/overlay_armature_info.hh
../draw/engines/overlay/shaders/infos/overlay_background_info.hh
../draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
../draw/engines/overlay/shaders/infos/overlay_extra_info.hh
../draw/engines/overlay/shaders/infos/overlay_facing_info.hh
../draw/engines/overlay/shaders/infos/overlay_grid_info.hh
../draw/engines/overlay/shaders/infos/overlay_outline_info.hh
../draw/engines/overlay/shaders/infos/overlay_paint_info.hh
../draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh
../draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh
../draw/engines/overlay/shaders/infos/overlay_volume_info.hh
../draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh
../draw/engines/select/shaders/infos/select_id_info.hh
../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
../draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh
../draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
../draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
../draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
../draw/engines/workbench/shaders/infos/workbench_volume_info.hh
../draw/engines/image/shaders/infos/engine_image_info.hh
../draw/intern/shaders/draw_debug_info.hh
../draw/intern/shaders/draw_fullscreen_info.hh
../draw/intern/shaders/draw_hair_refine_info.hh
../draw/intern/shaders/draw_object_infos_info.hh
../draw/intern/shaders/draw_view_info.hh
shaders/infos/gpu_clip_planes_info.hh
shaders/infos/gpu_shader_2D_area_borders_info.hh
shaders/infos/gpu_shader_2D_checker_info.hh
shaders/infos/gpu_shader_2D_diag_stripes_info.hh
shaders/infos/gpu_shader_2D_flat_color_info.hh
shaders/infos/gpu_shader_2D_image_color_info.hh
shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
shaders/infos/gpu_shader_2D_image_info.hh
shaders/infos/gpu_shader_2D_image_multi_rect_color_info.hh
shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
shaders/infos/gpu_shader_2D_image_rect_color_info.hh
shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
shaders/infos/gpu_shader_2D_nodelink_info.hh
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
shaders/infos/gpu_shader_2D_smooth_color_info.hh
shaders/infos/gpu_shader_2D_uniform_color_info.hh
shaders/infos/gpu_shader_2D_widget_info.hh
shaders/infos/gpu_shader_3D_depth_only_info.hh
shaders/infos/gpu_shader_3D_flat_color_info.hh
shaders/infos/gpu_shader_3D_image_info.hh
shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
shaders/infos/gpu_shader_3D_point_info.hh
shaders/infos/gpu_shader_3D_polyline_info.hh
shaders/infos/gpu_shader_3D_smooth_color_info.hh
shaders/infos/gpu_shader_3D_uniform_color_info.hh
shaders/infos/gpu_shader_gpencil_stroke_info.hh
shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
shaders/infos/gpu_shader_keyframe_shape_info.hh
shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh
shaders/infos/gpu_shader_simple_lighting_info.hh
shaders/infos/gpu_shader_text_info.hh
shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
shaders/compositor/infos/compositor_alpha_crop_info.hh
shaders/compositor/infos/compositor_bilateral_blur_info.hh
shaders/compositor/infos/compositor_bokeh_image_info.hh
shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
shaders/compositor/infos/compositor_despeckle_info.hh
shaders/compositor/infos/compositor_directional_blur_info.hh
shaders/compositor/infos/compositor_edge_filter_info.hh
shaders/compositor/infos/compositor_ellipse_mask_info.hh
shaders/compositor/infos/compositor_filter_info.hh
shaders/compositor/infos/compositor_flip_info.hh
shaders/compositor/infos/compositor_image_crop_info.hh
shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
shaders/compositor/infos/compositor_realize_on_domain_info.hh
shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
shaders/compositor/infos/compositor_set_alpha_info.hh
shaders/compositor/infos/compositor_split_viewer_info.hh
)
set(SHADER_CREATE_INFOS_CONTENT "")
foreach(DESCRIPTOR_FILE ${SRC_SHADER_CREATE_INFOS})
string(APPEND SHADER_CREATE_INFOS_CONTENT "#include \"${DESCRIPTOR_FILE}\"\n")
endforeach()
set(shader_create_info_list_file "${CMAKE_CURRENT_BINARY_DIR}/gpu_shader_create_info_list.hh")
file(GENERATE OUTPUT ${shader_create_info_list_file} CONTENT "${SHADER_CREATE_INFOS_CONTENT}")
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
target_link_libraries(bf_gpu PUBLIC
bf_draw_shaders
bf_gpu_shaders
)
if(WITH_OPENCOLORIO)
target_link_libraries(bf_gpu PUBLIC bf_ocio_shaders)
endif()
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
endif()
if(WITH_GPU_BUILDTIME_SHADER_BUILDER)
# TODO(@fclem) Fix this mess.
if(APPLE)
add_executable(shader_builder
intern/gpu_shader_builder.cc
${shader_create_info_list_file}
)
setup_platform_linker_flags(shader_builder)
target_link_libraries(shader_builder PUBLIC buildinfoobj)
else()
if(WIN32)
# We can re-use the manifest from tests.exe here since it's
# rather generic and just selects the appropriate common
# controls version.
set(MANIFEST "${CMAKE_BINARY_DIR}/tests.exe.manifest")
endif()
add_executable(shader_builder
intern/gpu_shader_builder.cc
intern/gpu_shader_builder_stubs.cc
${shader_create_info_list_file}
${MANIFEST}
)
endif()
target_link_libraries(shader_builder PUBLIC
bf_gpu
bf_intern_clog
bf_blenlib
bf_intern_ghost
${PLATFORM_LINKLIBS}
)
target_include_directories(shader_builder PRIVATE ${INC} ${CMAKE_CURRENT_BINARY_DIR})
set(SRC_BAKED_CREATE_INFOS_FILE ${CMAKE_CURRENT_BINARY_DIR}/shader_baked.hh)
add_custom_command(
OUTPUT
${SRC_BAKED_CREATE_INFOS_FILE}
COMMAND
"$<TARGET_FILE:shader_builder>" ${SRC_BAKED_CREATE_INFOS_FILE}
DEPENDS shader_builder
)
set(GPU_SHADER_INFO_SRC
intern/gpu_shader_info_baked.cc
${SRC_BAKED_CREATE_INFOS_FILE}
# For project files to be aware of these headers.
${SRC_SHADER_CREATE_INFOS}
shaders/infos/gpu_interface_info.hh
)
blender_add_lib(bf_gpu_shader_infos "${GPU_SHADER_INFO_SRC}" "" "" "")
endif()
if(WITH_GTESTS)
if(WITH_OPENGL_DRAW_TESTS)
set(TEST_SRC
tests/gpu_testing.cc
tests/gpu_index_buffer_test.cc
tests/gpu_shader_builtin_test.cc
tests/gpu_shader_test.cc
tests/gpu_testing.hh
)
set(TEST_INC
)
set(TEST_LIB
)
include(GTestTesting)
blender_add_test_lib(bf_gpu_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}")
endif()
endif()