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blender-archive/source/blender/gpu/CMakeLists.txt
Brecht Van Lommel 7f840426fd GPU: add mechanism for splitting up big gpu_shader_material.glsl file
Compiling this big file for every Eevee material is bad for performance, and
now that we are adding more nodes it gets worse. This patch adds a simple
mechanism to split up that file, and use only the parts used by shader nodes.

When a function is used by GPU_link, we detect which GLSL file it came from
and use it in GLSL code generation automatically. Dependencies between GLSL
files are manually specified, and function names must be unique across all
GLSL files.

Most of the actual splitting up will be done in later commits.

Differential Revision: https://developer.blender.org/D5569
2019-08-26 19:18:34 +02:00

261 lines
10 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
.
../blenkernel
../blenlib
../bmesh
../draw
../imbuf
../makesdna
../makesrna
../editors/include
# For node muting stuff...
../nodes
../nodes/intern
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/smoke/extern
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/gpu_attr_binding.c
intern/gpu_batch.c
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_context.cpp
intern/gpu_debug.c
intern/gpu_draw.c
intern/gpu_element.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
intern/gpu_immediate.c
intern/gpu_immediate_util.c
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_matrix.c
intern/gpu_primitive.c
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
intern/gpu_shader.c
intern/gpu_shader_interface.c
intern/gpu_state.c
intern/gpu_texture.c
intern/gpu_uniformbuffer.c
intern/gpu_vertex_buffer.c
intern/gpu_vertex_format.c
intern/gpu_viewport.c
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_draw.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_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_batch_private.h
intern/gpu_codegen.h
intern/gpu_context_private.h
intern/gpu_material_library.h
intern/gpu_matrix_private.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
)
set(LIB
)
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_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_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_line_dashed_geom.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_smooth_color_dithered_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_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_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_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_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_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_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_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_instance_variying_size_variying_id_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_groundpoint_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_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_simple_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_geom.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_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material_hash.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material_magic.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material_white_noise.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)
if(WITH_MOD_SMOKE)
add_definitions(-DWITH_SMOKE)
endif()
add_definitions(${GL_DEFINITIONS})
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")