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blender-archive/source/blender/gpu/CMakeLists.txt
Joseph Eagar 65900d88a8 Sculpt: Rewrite PBVH draw
Rewrite PBVH draw to allocate attributes into individual VBOs.
The old system tried to create a single VBO that could feed
every open viewport.  This required uploading every color and
UV attribute  to the viewport whether needed or not, often exceeding
the VBO limit.

This new system creates one VBO per attribute.  Each attribute layout is
given its own GPU batch which is cached inside the owning PBVH node.

Notes:

* This is a full C++ rewrite.  The old code is still there; ripping it out
can happen later.
* PBVH nodes now have a collection of batches, PBVHBatches, that keeps
track of all the batches inside the node.
* Batches are built exclusively from a list of attributes.
* Each attribute has its own VBO.
* Overlays, workbench and EEVEE can all have different attribute
  layouts, each of which will get its own batch.

Reviewed by: Clement Foucault
Differential Revision: https://developer.blender.org/D15428
Ref D15428
2022-09-28 14:51:23 -07:00

761 lines
27 KiB
CMake

# SPDX-License-Identifier: GPL-2.0-or-later
# Copyright 2006 Blender Foundation. All rights reserved.
# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
# to more easily highlight code-paths in other libraries that need to be refactored,
# bf_gpu is allowed to have opengl regardless of this option.
if(NOT WITH_OPENGL AND NOT WITH_METAL_BACKEND AND NOT WITH_HEADLESS)
add_definitions(-DWITH_OPENGL)
endif()
set(INC
.
intern
metal
opengl
../blenkernel
../blenlib
../bmesh
../draw
../imbuf
../makesdna
../makesrna
# For theme color access.
../editors/include
# For *_info.hh includes.
../draw/engines/eevee_next
../draw/intern
# For node muting stuff.
../nodes
../../../intern/atomic
../../../intern/clog
../../../intern/ghost
../../../intern/guardedalloc
../../../intern/mantaflow/extern
)
set(INC_SYS
${Epoxy_INCLUDE_DIRS}
)
set(SRC
intern/gpu_batch.cc
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
intern/gpu_capabilities.cc
intern/gpu_codegen.cc
intern/gpu_compute.cc
intern/gpu_context.cc
intern/gpu_debug.cc
intern/gpu_drawlist.cc
intern/gpu_framebuffer.cc
intern/gpu_immediate.cc
intern/gpu_immediate_util.c
intern/gpu_index_buffer.cc
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_query.cc
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.cc
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
intern/gpu_shader_create_info.cc
intern/gpu_shader_dependency.cc
intern/gpu_shader_interface.cc
intern/gpu_shader_log.cc
intern/gpu_state.cc
intern/gpu_storage_buffer.cc
intern/gpu_texture.cc
intern/gpu_uniform_buffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_viewport.c
GPU_batch.h
GPU_batch_presets.h
GPU_batch_utils.h
GPU_capabilities.h
GPU_common.h
GPU_common_types.h
GPU_compute.h
GPU_context.h
GPU_debug.h
GPU_drawlist.h
GPU_framebuffer.h
GPU_immediate.h
GPU_immediate_util.h
GPU_index_buffer.h
GPU_init_exit.h
GPU_material.h
GPU_matrix.h
GPU_platform.h
GPU_primitive.h
GPU_select.h
GPU_shader.h
GPU_shader_shared.h
GPU_state.h
GPU_storage_buffer.h
GPU_texture.h
GPU_uniform_buffer.h
GPU_vertex_buffer.h
GPU_vertex_format.h
GPU_viewport.h
intern/gpu_backend.hh
intern/gpu_batch_private.hh
intern/gpu_capabilities_private.hh
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_debug_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_immediate_private.hh
intern/gpu_index_buffer_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
intern/gpu_platform_private.hh
intern/gpu_private.h
intern/gpu_query.hh
intern/gpu_select_private.h
intern/gpu_shader_create_info.hh
intern/gpu_shader_create_info_private.hh
intern/gpu_shader_dependency_private.h
intern/gpu_shader_interface.hh
intern/gpu_shader_private.hh
intern/gpu_state_private.hh
intern/gpu_storage_buffer_private.hh
intern/gpu_texture_private.hh
intern/gpu_uniform_buffer_private.hh
intern/gpu_vertex_buffer_private.hh
intern/gpu_vertex_format_private.h
)
set(OPENGL_SRC
opengl/gl_backend.cc
opengl/gl_batch.cc
opengl/gl_compute.cc
opengl/gl_context.cc
opengl/gl_debug.cc
opengl/gl_debug_layer.cc
opengl/gl_drawlist.cc
opengl/gl_framebuffer.cc
opengl/gl_immediate.cc
opengl/gl_index_buffer.cc
opengl/gl_query.cc
opengl/gl_shader.cc
opengl/gl_shader_interface.cc
opengl/gl_shader_log.cc
opengl/gl_state.cc
opengl/gl_storage_buffer.cc
opengl/gl_texture.cc
opengl/gl_uniform_buffer.cc
opengl/gl_vertex_array.cc
opengl/gl_vertex_buffer.cc
opengl/gl_backend.hh
opengl/gl_batch.hh
opengl/gl_compute.hh
opengl/gl_context.hh
opengl/gl_debug.hh
opengl/gl_drawlist.hh
opengl/gl_framebuffer.hh
opengl/gl_immediate.hh
opengl/gl_index_buffer.hh
opengl/gl_primitive.hh
opengl/gl_query.hh
opengl/gl_shader.hh
opengl/gl_shader_interface.hh
opengl/gl_state.hh
opengl/gl_storage_buffer.hh
opengl/gl_texture.hh
opengl/gl_uniform_buffer.hh
opengl/gl_vertex_array.hh
opengl/gl_vertex_buffer.hh
)
set(METAL_SRC
metal/mtl_backend.mm
metal/mtl_command_buffer.mm
metal/mtl_context.mm
metal/mtl_debug.mm
metal/mtl_framebuffer.mm
metal/mtl_immediate.mm
metal/mtl_index_buffer.mm
metal/mtl_memory.mm
metal/mtl_query.mm
metal/mtl_shader.mm
metal/mtl_shader_generator.mm
metal/mtl_shader_interface.mm
metal/mtl_state.mm
metal/mtl_texture.mm
metal/mtl_texture_util.mm
metal/mtl_uniform_buffer.mm
metal/mtl_vertex_buffer.mm
metal/mtl_backend.hh
metal/mtl_batch.hh
metal/mtl_capabilities.hh
metal/mtl_common.hh
metal/mtl_context.hh
metal/mtl_debug.hh
metal/mtl_drawlist.hh
metal/mtl_framebuffer.hh
metal/mtl_immediate.hh
metal/mtl_index_buffer.hh
metal/mtl_memory.hh
metal/mtl_primitive.hh
metal/mtl_pso_descriptor_state.hh
metal/mtl_query.hh
metal/mtl_shader.hh
metal/mtl_shader_generator.hh
metal/mtl_shader_interface.hh
metal/mtl_shader_interface_type.hh
metal/mtl_shader_shared.h
metal/mtl_state.hh
metal/mtl_texture.hh
metal/mtl_uniform_buffer.hh
metal/mtl_vertex_buffer.hh
)
# Select Backend source based on availability
if(WITH_OPENGL)
list(APPEND SRC ${OPENGL_SRC})
endif()
if(WITH_METAL_BACKEND)
list(APPEND SRC ${METAL_SRC})
endif()
set(LIB
${Epoxy_LIBRARIES}
)
set(MSL_SRC
shaders/metal/mtl_shader_defines.msl
shaders/metal/mtl_shader_common.msl
metal/kernels/compute_texture_update.msl
metal/kernels/compute_texture_read.msl
metal/kernels/depth_2d_update_float_frag.glsl
metal/kernels/depth_2d_update_int24_frag.glsl
metal/kernels/depth_2d_update_int32_frag.glsl
metal/kernels/depth_2d_update_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_frag.glsl
)
set(GLSL_SRC
GPU_shader_shared.h
shaders/opengl/glsl_shader_defines.glsl
shaders/gpu_shader_depth_only_frag.glsl
shaders/gpu_shader_uniform_color_frag.glsl
shaders/gpu_shader_checker_frag.glsl
shaders/gpu_shader_diag_stripes_frag.glsl
shaders/gpu_shader_simple_lighting_frag.glsl
shaders/gpu_shader_flat_color_frag.glsl
shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
shaders/gpu_shader_flat_id_frag.glsl
shaders/gpu_shader_2D_vert.glsl
shaders/gpu_shader_2D_area_borders_vert.glsl
shaders/gpu_shader_2D_area_borders_frag.glsl
shaders/gpu_shader_2D_widget_base_vert.glsl
shaders/gpu_shader_2D_widget_base_frag.glsl
shaders/gpu_shader_2D_widget_shadow_vert.glsl
shaders/gpu_shader_2D_widget_shadow_frag.glsl
shaders/gpu_shader_2D_nodelink_frag.glsl
shaders/gpu_shader_2D_nodelink_vert.glsl
shaders/gpu_shader_2D_line_dashed_frag.glsl
shaders/gpu_shader_2D_image_vert.glsl
shaders/gpu_shader_2D_image_rect_vert.glsl
shaders/gpu_shader_2D_image_multi_rect_vert.glsl
shaders/gpu_shader_image_frag.glsl
shaders/gpu_shader_image_desaturate_frag.glsl
shaders/gpu_shader_image_overlays_merge_frag.glsl
shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
shaders/gpu_shader_image_shuffle_color_frag.glsl
shaders/gpu_shader_image_color_frag.glsl
shaders/gpu_shader_image_varying_color_frag.glsl
shaders/gpu_shader_3D_image_vert.glsl
shaders/gpu_shader_3D_vert.glsl
shaders/gpu_shader_3D_normal_vert.glsl
shaders/gpu_shader_3D_flat_color_vert.glsl
shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
shaders/gpu_shader_3D_polyline_frag.glsl
shaders/gpu_shader_3D_polyline_geom.glsl
shaders/gpu_shader_3D_polyline_vert.glsl
shaders/gpu_shader_3D_polyline_vert_no_geom.glsl
shaders/gpu_shader_3D_smooth_color_vert.glsl
shaders/gpu_shader_3D_smooth_color_frag.glsl
shaders/gpu_shader_3D_passthrough_vert.glsl
shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
shaders/gpu_shader_point_uniform_color_aa_frag.glsl
shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
shaders/gpu_shader_point_varying_color_frag.glsl
shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
shaders/gpu_shader_text_vert.glsl
shaders/gpu_shader_text_frag.glsl
shaders/gpu_shader_keyframe_shape_vert.glsl
shaders/gpu_shader_keyframe_shape_frag.glsl
shaders/gpu_shader_codegen_lib.glsl
shaders/common/gpu_shader_common_color_ramp.glsl
shaders/common/gpu_shader_common_color_utils.glsl
shaders/common/gpu_shader_common_curves.glsl
shaders/common/gpu_shader_common_hash.glsl
shaders/common/gpu_shader_common_math.glsl
shaders/common/gpu_shader_common_math_utils.glsl
shaders/common/gpu_shader_common_mix_rgb.glsl
shaders/compositor/compositor_alpha_crop.glsl
shaders/compositor/compositor_bilateral_blur.glsl
shaders/compositor/compositor_blur.glsl
shaders/compositor/compositor_bokeh_image.glsl
shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
shaders/compositor/compositor_despeckle.glsl
shaders/compositor/compositor_directional_blur.glsl
shaders/compositor/compositor_edge_filter.glsl
shaders/compositor/compositor_ellipse_mask.glsl
shaders/compositor/compositor_filter.glsl
shaders/compositor/compositor_flip.glsl
shaders/compositor/compositor_image_crop.glsl
shaders/compositor/compositor_morphological_distance.glsl
shaders/compositor/compositor_morphological_distance_feather.glsl
shaders/compositor/compositor_morphological_distance_threshold.glsl
shaders/compositor/compositor_morphological_step.glsl
shaders/compositor/compositor_projector_lens_distortion.glsl
shaders/compositor/compositor_realize_on_domain.glsl
shaders/compositor/compositor_screen_lens_distortion.glsl
shaders/compositor/compositor_set_alpha.glsl
shaders/compositor/compositor_split_viewer.glsl
shaders/compositor/compositor_symmetric_blur.glsl
shaders/compositor/compositor_symmetric_separable_blur.glsl
shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
shaders/compositor/library/gpu_shader_compositor_blur_common.glsl
shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_exposure.glsl
shaders/compositor/library/gpu_shader_compositor_gamma.glsl
shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
shaders/compositor/library/gpu_shader_compositor_invert.glsl
shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_main.glsl
shaders/compositor/library/gpu_shader_compositor_map_value.glsl
shaders/compositor/library/gpu_shader_compositor_normal.glsl
shaders/compositor/library/gpu_shader_compositor_posterize.glsl
shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl
shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl
shaders/compositor/library/gpu_shader_compositor_store_output.glsl
shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl
shaders/material/gpu_shader_material_add_shader.glsl
shaders/material/gpu_shader_material_ambient_occlusion.glsl
shaders/material/gpu_shader_material_anisotropic.glsl
shaders/material/gpu_shader_material_attribute.glsl
shaders/material/gpu_shader_material_background.glsl
shaders/material/gpu_shader_material_bevel.glsl
shaders/material/gpu_shader_material_wavelength.glsl
shaders/material/gpu_shader_material_blackbody.glsl
shaders/material/gpu_shader_material_bright_contrast.glsl
shaders/material/gpu_shader_material_bump.glsl
shaders/material/gpu_shader_material_camera.glsl
shaders/material/gpu_shader_material_clamp.glsl
shaders/material/gpu_shader_material_combine_color.glsl
shaders/material/gpu_shader_material_combine_hsv.glsl
shaders/material/gpu_shader_material_combine_rgb.glsl
shaders/material/gpu_shader_material_combine_xyz.glsl
shaders/material/gpu_shader_material_diffuse.glsl
shaders/material/gpu_shader_material_displacement.glsl
shaders/material/gpu_shader_material_eevee_specular.glsl
shaders/material/gpu_shader_material_emission.glsl
shaders/material/gpu_shader_material_fractal_noise.glsl
shaders/material/gpu_shader_material_fresnel.glsl
shaders/material/gpu_shader_material_gamma.glsl
shaders/material/gpu_shader_material_geometry.glsl
shaders/material/gpu_shader_material_glass.glsl
shaders/material/gpu_shader_material_glossy.glsl
shaders/material/gpu_shader_material_hair_info.glsl
shaders/material/gpu_shader_material_hair.glsl
shaders/material/gpu_shader_material_holdout.glsl
shaders/material/gpu_shader_material_hue_sat_val.glsl
shaders/material/gpu_shader_material_invert.glsl
shaders/material/gpu_shader_material_layer_weight.glsl
shaders/material/gpu_shader_material_light_falloff.glsl
shaders/material/gpu_shader_material_light_path.glsl
shaders/material/gpu_shader_material_mapping.glsl
shaders/material/gpu_shader_material_map_range.glsl
shaders/material/gpu_shader_material_mix_color.glsl
shaders/material/gpu_shader_material_mix_shader.glsl
shaders/material/gpu_shader_material_noise.glsl
shaders/material/gpu_shader_material_normal.glsl
shaders/material/gpu_shader_material_normal_map.glsl
shaders/material/gpu_shader_material_object_info.glsl
shaders/material/gpu_shader_material_output_aov.glsl
shaders/material/gpu_shader_material_output_material.glsl
shaders/material/gpu_shader_material_output_world.glsl
shaders/material/gpu_shader_material_particle_info.glsl
shaders/material/gpu_shader_material_point_info.glsl
shaders/material/gpu_shader_material_principled.glsl
shaders/material/gpu_shader_material_refraction.glsl
shaders/material/gpu_shader_material_rgb_to_bw.glsl
shaders/material/gpu_shader_material_separate_color.glsl
shaders/material/gpu_shader_material_separate_hsv.glsl
shaders/material/gpu_shader_material_separate_rgb.glsl
shaders/material/gpu_shader_material_separate_xyz.glsl
shaders/material/gpu_shader_material_set.glsl
shaders/material/gpu_shader_material_shader_to_rgba.glsl
shaders/material/gpu_shader_material_squeeze.glsl
shaders/material/gpu_shader_material_subsurface_scattering.glsl
shaders/material/gpu_shader_material_tangent.glsl
shaders/material/gpu_shader_material_tex_brick.glsl
shaders/material/gpu_shader_material_tex_checker.glsl
shaders/material/gpu_shader_material_tex_environment.glsl
shaders/material/gpu_shader_material_tex_gradient.glsl
shaders/material/gpu_shader_material_tex_image.glsl
shaders/material/gpu_shader_material_tex_magic.glsl
shaders/material/gpu_shader_material_tex_musgrave.glsl
shaders/material/gpu_shader_material_tex_noise.glsl
shaders/material/gpu_shader_material_tex_sky.glsl
shaders/material/gpu_shader_material_texture_coordinates.glsl
shaders/material/gpu_shader_material_tex_voronoi.glsl
shaders/material/gpu_shader_material_tex_wave.glsl
shaders/material/gpu_shader_material_tex_white_noise.glsl
shaders/material/gpu_shader_material_toon.glsl
shaders/material/gpu_shader_material_transform_utils.glsl
shaders/material/gpu_shader_material_translucent.glsl
shaders/material/gpu_shader_material_transparent.glsl
shaders/material/gpu_shader_material_uv_map.glsl
shaders/material/gpu_shader_material_vector_displacement.glsl
shaders/material/gpu_shader_material_vector_math.glsl
shaders/material/gpu_shader_material_vector_rotate.glsl
shaders/material/gpu_shader_material_velvet.glsl
shaders/material/gpu_shader_material_vertex_color.glsl
shaders/material/gpu_shader_material_volume_absorption.glsl
shaders/material/gpu_shader_material_volume_principled.glsl
shaders/material/gpu_shader_material_volume_scatter.glsl
shaders/material/gpu_shader_material_wireframe.glsl
shaders/material/gpu_shader_material_world_normals.glsl
shaders/gpu_shader_gpencil_stroke_vert.glsl
shaders/gpu_shader_gpencil_stroke_frag.glsl
shaders/gpu_shader_gpencil_stroke_geom.glsl
shaders/gpu_shader_cfg_world_clip_lib.glsl
shaders/gpu_shader_colorspace_lib.glsl
GPU_shader_shared_utils.h
)
set(MTL_BACKEND_GLSL_SRC
metal/kernels/compute_texture_update.msl
metal/kernels/compute_texture_read.msl
metal/kernels/depth_2d_update_float_frag.glsl
metal/kernels/depth_2d_update_int24_frag.glsl
metal/kernels/depth_2d_update_int32_frag.glsl
metal/kernels/depth_2d_update_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_vert.glsl
metal/kernels/gpu_shader_fullscreen_blit_frag.glsl
)
set(MSL_SRC
shaders/metal/mtl_shader_defines.msl
shaders/metal/mtl_shader_common.msl
metal/mtl_shader_shared.h
)
if(WITH_METAL_BACKEND)
list(APPEND GLSL_SRC ${MTL_BACKEND_GLSL_SRC})
set(MSL_C)
foreach(MSL_FILE ${MSL_SRC})
data_to_c_simple(${MSL_FILE} MSL_C)
endforeach()
endif()
set(GLSL_C)
foreach(GLSL_FILE ${GLSL_SRC})
data_to_c_simple(${GLSL_FILE} GLSL_C)
endforeach()
set(SHADER_C)
list(APPEND SHADER_C ${GLSL_C})
if(WITH_METAL_BACKEND)
list(APPEND SHADER_C ${MSL_C})
endif()
blender_add_lib(bf_gpu_shaders "${SHADER_C}" "" "" "")
list(APPEND LIB
bf_gpu_shaders
)
set(GLSL_SOURCE_CONTENT "")
foreach(GLSL_FILE ${GLSL_SRC})
get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\", \"${GLSL_FILE}\"\)\n")
endforeach()
set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_gpu_source_list.h")
file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
list(APPEND SRC ${glsl_source_list_file})
list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
set(SRC_SHADER_CREATE_INFOS
../draw/engines/basic/shaders/infos/basic_depth_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
../draw/engines/gpencil/shaders/infos/gpencil_info.hh
../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh
../draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh
../draw/engines/overlay/shaders/infos/overlay_armature_info.hh
../draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh
../draw/engines/overlay/shaders/infos/overlay_background_info.hh
../draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
../draw/engines/overlay/shaders/infos/overlay_extra_info.hh
../draw/engines/overlay/shaders/infos/overlay_facing_info.hh
../draw/engines/overlay/shaders/infos/overlay_grid_info.hh
../draw/engines/overlay/shaders/infos/overlay_outline_info.hh
../draw/engines/overlay/shaders/infos/overlay_paint_info.hh
../draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh
../draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh
../draw/engines/overlay/shaders/infos/overlay_volume_info.hh
../draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh
../draw/engines/select/shaders/infos/select_id_info.hh
../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
../draw/engines/workbench/shaders/infos/workbench_merge_infront_info.hh
../draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
../draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
../draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh
../draw/engines/workbench/shaders/infos/workbench_volume_info.hh
../draw/engines/image/shaders/infos/engine_image_info.hh
../draw/intern/shaders/draw_debug_info.hh
../draw/intern/shaders/draw_fullscreen_info.hh
../draw/intern/shaders/draw_hair_refine_info.hh
../draw/intern/shaders/draw_object_infos_info.hh
../draw/intern/shaders/draw_view_info.hh
shaders/infos/gpu_clip_planes_info.hh
shaders/infos/gpu_shader_2D_area_borders_info.hh
shaders/infos/gpu_shader_2D_checker_info.hh
shaders/infos/gpu_shader_2D_diag_stripes_info.hh
shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
shaders/infos/gpu_shader_2D_image_info.hh
shaders/infos/gpu_shader_2D_image_multi_rect_color_info.hh
shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
shaders/infos/gpu_shader_2D_image_rect_color_info.hh
shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
shaders/infos/gpu_shader_2D_nodelink_info.hh
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
shaders/infos/gpu_shader_2D_widget_info.hh
shaders/infos/gpu_shader_3D_depth_only_info.hh
shaders/infos/gpu_shader_3D_flat_color_info.hh
shaders/infos/gpu_shader_3D_image_info.hh
shaders/infos/gpu_shader_3D_point_info.hh
shaders/infos/gpu_shader_3D_polyline_info.hh
shaders/infos/gpu_shader_3D_smooth_color_info.hh
shaders/infos/gpu_shader_3D_uniform_color_info.hh
shaders/infos/gpu_shader_gpencil_stroke_info.hh
shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
shaders/infos/gpu_shader_keyframe_shape_info.hh
shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh
shaders/infos/gpu_shader_simple_lighting_info.hh
shaders/infos/gpu_shader_text_info.hh
shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
shaders/compositor/infos/compositor_alpha_crop_info.hh
shaders/compositor/infos/compositor_bilateral_blur_info.hh
shaders/compositor/infos/compositor_blur_info.hh
shaders/compositor/infos/compositor_bokeh_image_info.hh
shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
shaders/compositor/infos/compositor_despeckle_info.hh
shaders/compositor/infos/compositor_directional_blur_info.hh
shaders/compositor/infos/compositor_edge_filter_info.hh
shaders/compositor/infos/compositor_ellipse_mask_info.hh
shaders/compositor/infos/compositor_filter_info.hh
shaders/compositor/infos/compositor_flip_info.hh
shaders/compositor/infos/compositor_image_crop_info.hh
shaders/compositor/infos/compositor_morphological_distance_feather_info.hh
shaders/compositor/infos/compositor_morphological_distance_info.hh
shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh
shaders/compositor/infos/compositor_morphological_step_info.hh
shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
shaders/compositor/infos/compositor_realize_on_domain_info.hh
shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
shaders/compositor/infos/compositor_set_alpha_info.hh
shaders/compositor/infos/compositor_split_viewer_info.hh
shaders/compositor/infos/compositor_symmetric_blur_info.hh
shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh
)
set(SRC_SHADER_CREATE_INFOS_MTL
metal/kernels/depth_2d_update_info.hh
metal/kernels/gpu_shader_fullscreen_blit_info.hh
)
if(WITH_METAL_BACKEND)
list(APPEND SRC_SHADER_CREATE_INFOS ${SRC_SHADER_CREATE_INFOS_MTL})
endif()
set(SHADER_CREATE_INFOS_CONTENT "")
foreach(DESCRIPTOR_FILE ${SRC_SHADER_CREATE_INFOS})
string(APPEND SHADER_CREATE_INFOS_CONTENT "#include \"${DESCRIPTOR_FILE}\"\n")
endforeach()
set(shader_create_info_list_file "${CMAKE_CURRENT_BINARY_DIR}/gpu_shader_create_info_list.hh")
file(GENERATE OUTPUT ${shader_create_info_list_file} CONTENT "${SHADER_CREATE_INFOS_CONTENT}")
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
target_link_libraries(bf_gpu PUBLIC
bf_draw_shaders
bf_gpu_shaders
)
if(WITH_OPENCOLORIO)
target_link_libraries(bf_gpu PUBLIC bf_ocio_shaders)
endif()
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
endif()
if(WITH_GPU_BUILDTIME_SHADER_BUILDER)
# TODO(@fclem) Fix this mess.
if(APPLE)
add_executable(shader_builder
intern/gpu_shader_builder.cc
intern/gpu_shader_builder_stubs.cc
${shader_create_info_list_file}
)
setup_platform_linker_flags(shader_builder)
target_link_libraries(shader_builder PUBLIC buildinfoobj)
else()
if(WIN32)
# We can re-use the manifest from tests.exe here since it's
# rather generic and just selects the appropriate common
# controls version.
set(MANIFEST "${CMAKE_BINARY_DIR}/tests.exe.manifest")
endif()
add_executable(shader_builder
intern/gpu_shader_builder.cc
intern/gpu_shader_builder_stubs.cc
${shader_create_info_list_file}
${MANIFEST}
)
endif()
target_link_libraries(shader_builder PUBLIC
bf_gpu
bf_intern_clog
bf_blenlib
bf_intern_ghost
${PLATFORM_LINKLIBS}
)
target_include_directories(shader_builder PRIVATE ${INC} ${CMAKE_CURRENT_BINARY_DIR})
set(SRC_BAKED_CREATE_INFOS_FILE ${CMAKE_CURRENT_BINARY_DIR}/shader_baked.hh)
add_custom_command(
OUTPUT
${SRC_BAKED_CREATE_INFOS_FILE}
COMMAND
"$<TARGET_FILE:shader_builder>" ${SRC_BAKED_CREATE_INFOS_FILE}
DEPENDS shader_builder
)
set(GPU_SHADER_INFO_SRC
intern/gpu_shader_info_baked.cc
${SRC_BAKED_CREATE_INFOS_FILE}
# For project files to be aware of these headers.
${SRC_SHADER_CREATE_INFOS}
shaders/infos/gpu_interface_info.hh
)
blender_add_lib(bf_gpu_shader_infos "${GPU_SHADER_INFO_SRC}" "" "" "")
endif()
if(WITH_GTESTS)
if(WITH_OPENGL_DRAW_TESTS)
set(TEST_SRC
tests/gpu_testing.cc
tests/gpu_index_buffer_test.cc
tests/gpu_shader_builtin_test.cc
tests/gpu_shader_test.cc
tests/gpu_testing.hh
)
set(TEST_INC
)
set(TEST_LIB
)
include(GTestTesting)
blender_add_test_lib(bf_gpu_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}")
endif()
endif()