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.
		
			
				
	
	
		
			352 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			CMake
		
	
	
	
	
	
			
		
		
	
	
			352 lines
		
	
	
		
			16 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/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_attr_binding.cc
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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_codegen.c
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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_element.cc
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  intern/gpu_extensions.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_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_primitive.c
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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.c
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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_uniformbuffer.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_batch.cc
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  opengl/gl_context.cc
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  opengl/gl_drawlist.cc
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  opengl/gl_vertex_array.cc
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						|
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  GPU_attr_binding.h
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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_common.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_element.h
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  GPU_extensions.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_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_shader_interface.h
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  GPU_state.h
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  GPU_texture.h
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  GPU_uniformbuffer.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_attr_binding_private.h
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  intern/gpu_backend.hh
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  intern/gpu_batch_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_drawlist_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_primitive_private.h
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  intern/gpu_private.h
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  intern/gpu_select_private.h
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  intern/gpu_shader_private.h
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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_context.hh
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  opengl/gl_drawlist.hh
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  opengl/gl_vertex_array.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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						|
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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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						|
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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)
 | 
						|
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
 | 
						|
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
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						|
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						|
data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
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						|
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						|
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
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						|
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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)
 | 
						|
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)
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						|
data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
 | 
						|
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)
 | 
						|
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)
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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)
 | 
						|
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)
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						|
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)
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						|
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)
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						|
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)
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						|
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)
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						|
data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
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						|
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}")
 |