
Current index builder is designed to be used in a single thread. This makes all index buffer extractions single threaded. This patch adds a thread safe solution enabling multithreaded building of index buffers. To reduce locking the solution would provide a task/thread local index buffer builder (called sub builder). When a thread is finished this thread local index buffer builder can be joined with the initial index buffer builder. `GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The index list is shared between the parent and sub buffer, but the counters are localized. Ensuring that updating counters would not need any locking. `GPU_indexbuf_subbuilder_finish`: merge the information of the sub builder back to the parent builder. Needs to be invoked outside the worker thread, or when sure that all worker threads have been finished. Internal the function is not thread safe. For testing purposes the extract_points extractor has been migrated to the new API. Herefore changes to the mesh extractor were needed. * When creating tasks, the task number of current task is stored in ExtractTaskData including the total number of tasks. * Adding two functions in `MeshExtract`. ** `task_init` will initialize the task specific userdata. ** `task_finish` should merge back the task specific userdata back. * adding task_id parameter to the iteration functions so they can access the correct task data without any need for locking. There is no noticeable change in end user performance. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11499
413 lines
17 KiB
CMake
413 lines
17 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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# ***** END GPL LICENSE BLOCK *****
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# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
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# to more easily highlight codepadths in other libraries that need to be refactored,
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# bf_gpu is allowed to have opengl regardless of this option.
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if(NOT WITH_OPENGL)
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add_definitions(-DWITH_OPENGL)
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endif()
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set(INC
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.
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intern
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opengl
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../blenkernel
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../blenlib
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../bmesh
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../draw
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../imbuf
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../makesdna
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../makesrna
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../editors/include
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/clog
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../../../intern/ghost
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/mantaflow/extern
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_batch.cc
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intern/gpu_batch_presets.c
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intern/gpu_batch_utils.c
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intern/gpu_buffers.c
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intern/gpu_capabilities.cc
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intern/gpu_codegen.c
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intern/gpu_compute.cc
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intern/gpu_context.cc
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intern/gpu_debug.cc
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intern/gpu_drawlist.cc
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intern/gpu_framebuffer.cc
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intern/gpu_immediate.cc
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intern/gpu_immediate_util.c
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intern/gpu_index_buffer.cc
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intern/gpu_init_exit.c
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intern/gpu_material.c
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intern/gpu_material_library.c
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intern/gpu_matrix.cc
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intern/gpu_node_graph.c
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intern/gpu_platform.cc
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intern/gpu_query.cc
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intern/gpu_select.c
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intern/gpu_select_pick.c
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intern/gpu_select_sample_query.cc
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intern/gpu_shader.cc
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intern/gpu_shader_builtin.c
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intern/gpu_shader_interface.cc
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intern/gpu_state.cc
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intern/gpu_texture.cc
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intern/gpu_uniform_buffer.cc
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intern/gpu_vertex_buffer.cc
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intern/gpu_vertex_format.cc
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intern/gpu_viewport.c
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opengl/gl_backend.cc
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opengl/gl_batch.cc
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opengl/gl_compute.cc
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opengl/gl_context.cc
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opengl/gl_debug.cc
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opengl/gl_debug_layer.cc
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opengl/gl_drawlist.cc
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opengl/gl_framebuffer.cc
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opengl/gl_immediate.cc
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opengl/gl_index_buffer.cc
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opengl/gl_query.cc
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opengl/gl_shader.cc
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opengl/gl_shader_interface.cc
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opengl/gl_state.cc
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opengl/gl_texture.cc
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opengl/gl_uniform_buffer.cc
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opengl/gl_vertex_array.cc
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opengl/gl_vertex_buffer.cc
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GPU_batch.h
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GPU_batch_presets.h
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GPU_batch_utils.h
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GPU_buffers.h
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GPU_capabilities.h
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GPU_common.h
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GPU_compute.h
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GPU_context.h
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GPU_debug.h
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GPU_drawlist.h
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GPU_framebuffer.h
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GPU_glew.h
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GPU_immediate.h
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GPU_immediate_util.h
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GPU_index_buffer.h
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GPU_init_exit.h
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GPU_legacy_stubs.h
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GPU_material.h
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GPU_matrix.h
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GPU_platform.h
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GPU_primitive.h
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GPU_select.h
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GPU_shader.h
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GPU_state.h
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GPU_texture.h
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GPU_uniform_buffer.h
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GPU_vertex_buffer.h
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GPU_vertex_format.h
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GPU_viewport.h
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intern/gpu_backend.hh
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intern/gpu_batch_private.hh
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intern/gpu_capabilities_private.hh
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intern/gpu_codegen.h
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intern/gpu_context_private.hh
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intern/gpu_debug_private.hh
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intern/gpu_drawlist_private.hh
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intern/gpu_framebuffer_private.hh
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intern/gpu_immediate_private.hh
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intern/gpu_index_buffer_private.hh
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intern/gpu_material_library.h
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intern/gpu_matrix_private.h
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intern/gpu_node_graph.h
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intern/gpu_platform_private.hh
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intern/gpu_private.h
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intern/gpu_query.hh
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intern/gpu_select_private.h
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intern/gpu_shader_interface.hh
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intern/gpu_shader_private.hh
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intern/gpu_state_private.hh
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intern/gpu_texture_private.hh
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intern/gpu_uniform_buffer_private.hh
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intern/gpu_vertex_buffer_private.hh
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intern/gpu_vertex_format_private.h
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opengl/gl_backend.hh
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opengl/gl_batch.hh
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opengl/gl_compute.hh
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opengl/gl_context.hh
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opengl/gl_debug.hh
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opengl/gl_drawlist.hh
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opengl/gl_framebuffer.hh
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opengl/gl_immediate.hh
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opengl/gl_index_buffer.hh
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opengl/gl_primitive.hh
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opengl/gl_query.hh
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opengl/gl_shader.hh
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opengl/gl_shader_interface.hh
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opengl/gl_state.hh
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opengl/gl_texture.hh
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opengl/gl_uniform_buffer.hh
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opengl/gl_vertex_array.hh
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opengl/gl_vertex_buffer.hh
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)
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set(LIB
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${BLENDER_GL_LIBRARIES}
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)
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if(NOT WITH_SYSTEM_GLEW)
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list(APPEND LIB
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${BLENDER_GLEW_LIBRARIES}
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)
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endif()
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data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_polyline_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_wavelength.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_aov.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
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data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC)
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|
data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC)
|
|
data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_colorspace_lib.glsl SRC)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
|
|
|
|
|
|
if(WITH_MOD_FLUID)
|
|
add_definitions(-DWITH_FLUID)
|
|
endif()
|
|
|
|
add_definitions(${GL_DEFINITIONS})
|
|
|
|
if(WITH_IMAGE_DDS)
|
|
add_definitions(-DWITH_DDS)
|
|
endif()
|
|
|
|
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
|
|
|
|
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
|
|
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
|
|
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_test.cc
|
|
|
|
tests/gpu_testing.hh
|
|
)
|
|
set(TEST_INC
|
|
"../../../intern/ghost/"
|
|
)
|
|
set(TEST_LIB
|
|
|
|
)
|
|
include(GTestTesting)
|
|
blender_add_test_lib(bf_gpu_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}")
|
|
endif()
|
|
endif()
|