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blender-archive/source/blender/gpu/CMakeLists.txt
Clément Foucault efc97b3919 GPUBatch: GL backend isolation
This changes the drawing paradigm a bit. The VAO configuration is done
JIT-style and depends on context active shader.

This is to allow more flexibility for implementations to do optimization
at lower level.

The vao cache is now its own class to isolate the concept. It is this
class that is reference by the GLContext for ownership of the containing
VAO ids.
2020-08-13 14:20:24 +02:00

352 lines
16 KiB
CMake

# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
# to more easily highlight codepadths in other libraries that need to be refactored,
# bf_gpu is allowed to have opengl regardless of this option.
if(NOT WITH_OPENGL)
add_definitions(-DWITH_OPENGL)
endif()
set(INC
.
intern
opengl
../blenkernel
../blenlib
../bmesh
../draw
../imbuf
../makesdna
../makesrna
../editors/include
# For node muting stuff...
../nodes
../nodes/intern
../../../intern/ghost
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/mantaflow/extern
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/gpu_attr_binding.cc
intern/gpu_batch.cc
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_context.cc
intern/gpu_debug.cc
intern/gpu_drawlist.cc
intern/gpu_element.cc
intern/gpu_extensions.cc
intern/gpu_framebuffer.cc
intern/gpu_immediate.cc
intern/gpu_immediate_util.c
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_primitive.c
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
intern/gpu_shader_interface.cc
intern/gpu_state.cc
intern/gpu_texture.cc
intern/gpu_uniformbuffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_viewport.c
opengl/gl_batch.cc
opengl/gl_context.cc
opengl/gl_drawlist.cc
opengl/gl_vertex_array.cc
GPU_attr_binding.h
GPU_batch.h
GPU_batch_presets.h
GPU_batch_utils.h
GPU_buffers.h
GPU_common.h
GPU_context.h
GPU_debug.h
GPU_drawlist.h
GPU_element.h
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
GPU_immediate.h
GPU_immediate_util.h
GPU_init_exit.h
GPU_legacy_stubs.h
GPU_material.h
GPU_matrix.h
GPU_platform.h
GPU_primitive.h
GPU_select.h
GPU_shader.h
GPU_shader_interface.h
GPU_state.h
GPU_texture.h
GPU_uniformbuffer.h
GPU_vertex_buffer.h
GPU_vertex_format.h
GPU_viewport.h
intern/gpu_attr_binding_private.h
intern/gpu_backend.hh
intern/gpu_batch_private.hh
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
intern/gpu_primitive_private.h
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.h
intern/gpu_vertex_format_private.h
opengl/gl_backend.hh
opengl/gl_batch.hh
opengl/gl_context.hh
opengl/gl_drawlist.hh
opengl/gl_vertex_array.hh
)
set(LIB
${BLENDER_GL_LIBRARIES}
)
if(NOT WITH_SYSTEM_GLEW)
list(APPEND LIB
${BLENDER_GLEW_LIBRARIES}
)
endif()
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
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)
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)
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_gpencil_fill_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.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}")