Files
test/source/blender/gpu/CMakeLists.txt
Jeroen Bakker 0ea1feabd9 Vulkan: HDR support for Windows
This PR adds HDR support for Windows for `VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT`
on `VK_FORMAT_R16G16B16A16_SFLOAT` swapchains .

For nonlinear surface formats (sRGB and extended sRGB) the back buffer is blit into the swapchain,
When VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT is used as surface format a compute shader
is used to flip and invert the gamma.

SDR white level is updated from a few window event changes, but actually
none of them immediately respond to SDR white level changes in the system.
That requires using the WinRT API, which we don't do so far.

Current limitations:
- Intel GPU support
- Dual GPU support

In the future we may add controls inside Blender for absolute HDR nits,
across different platforms. But this makes behavior closer to macOS.

See !144565 for details

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144717
2025-08-22 10:11:55 +02:00

838 lines
25 KiB
CMake

# SPDX-FileCopyrightText: 2006 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
set(INC
PUBLIC .
dummy
intern
metal
opengl
vulkan
../makesrna
# For theme color access.
../editors/include
# For `*_info.hh` includes.
../compositor/shaders/infos
../draw/engines/eevee
../draw/engines/eevee/shaders/infos
../draw/engines/gpencil
../draw/engines/gpencil/shaders/infos
../draw/engines/image/shaders/infos
../draw/engines/overlay/shaders/infos
../draw/engines/select
../draw/engines/select/shaders/infos
../draw/engines/workbench
../draw/engines/workbench/shaders/infos
../draw/intern
../draw/intern/shaders
metal/kernels
vulkan/shaders
shaders/infos
# For shader includes
shaders/common
shaders
../../../intern/ghost
../../../intern/mantaflow/extern
../../../intern/opensubdiv
)
if(WITH_BUILDINFO)
add_definitions(-DWITH_BUILDINFO)
endif()
if(WITH_RENDERDOC)
list(APPEND INC
../../../extern/renderdoc/include
../../../intern/renderdoc_dynload/include
)
add_definitions(-DWITH_RENDERDOC)
endif()
if(WITH_GPU_SHADER_ASSERT)
add_definitions(-DWITH_GPU_SHADER_ASSERT)
endif()
set(INC_SYS
)
set(SRC
intern/gpu_batch.cc
intern/gpu_batch_presets.cc
intern/gpu_batch_utils.cc
intern/gpu_capabilities.cc
intern/gpu_codegen.cc
intern/gpu_compute.cc
intern/gpu_context.cc
intern/gpu_debug.cc
intern/gpu_framebuffer.cc
intern/gpu_immediate.cc
intern/gpu_immediate_util.cc
intern/gpu_index_buffer.cc
intern/gpu_init_exit.cc
intern/gpu_material.cc
intern/gpu_matrix.cc
intern/gpu_node_graph.cc
intern/gpu_pass.cc
intern/gpu_platform.cc
intern/gpu_query.cc
intern/gpu_select.cc
intern/gpu_select_next.cc
intern/gpu_select_pick.cc
intern/gpu_select_sample_query.cc
intern/gpu_shader.cc
intern/gpu_shader_builtin.cc
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_texture_pool.cc
intern/gpu_uniform_buffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_vertex_format_normals.cc
intern/gpu_viewport.cc
intern/gpu_worker.cc
GPU_attribute_convert.hh
GPU_batch.hh
GPU_batch_presets.hh
GPU_batch_utils.hh
GPU_capabilities.hh
GPU_common.hh
GPU_common_types.hh
GPU_compilation_subprocess.hh
GPU_compute.hh
GPU_context.hh
GPU_debug.hh
GPU_format.hh
GPU_framebuffer.hh
GPU_immediate.hh
GPU_immediate_util.hh
GPU_index_buffer.hh
GPU_init_exit.hh
GPU_material.hh
GPU_matrix.hh
GPU_pass.hh
GPU_platform.hh
GPU_platform_backend_enum.h
GPU_primitive.hh
GPU_select.hh
GPU_shader.hh
GPU_shader_builtin.hh
GPU_shader_shared.hh
GPU_state.hh
GPU_storage_buffer.hh
GPU_texture.hh
GPU_texture_pool.hh
GPU_uniform_buffer.hh
GPU_vertex_buffer.hh
GPU_vertex_format.hh
GPU_viewport.hh
GPU_worker.hh
intern/gpu_backend.hh
intern/gpu_capabilities_private.hh
intern/gpu_codegen.hh
intern/gpu_context_private.hh
intern/gpu_debug_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_immediate_private.hh
intern/gpu_material_library.hh
intern/gpu_matrix_private.hh
intern/gpu_node_graph.hh
intern/gpu_platform_private.hh
intern/gpu_private.hh
intern/gpu_profile_report.hh
intern/gpu_query.hh
intern/gpu_select_private.hh
intern/gpu_shader_create_info.hh
intern/gpu_shader_create_info_list.hh
intern/gpu_shader_create_info_private.hh
intern/gpu_shader_dependency_private.hh
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_format_private.hh
dummy/dummy_backend.hh
dummy/dummy_batch.hh
dummy/dummy_context.hh
dummy/dummy_framebuffer.hh
dummy/dummy_vertex_buffer.hh
)
set(OPENGL_SRC
opengl/gl_backend.cc
opengl/gl_batch.cc
opengl/gl_compilation_subprocess.cc
opengl/gl_compute.cc
opengl/gl_context.cc
opengl/gl_debug.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_compilation_subprocess.hh
opengl/gl_compute.hh
opengl/gl_context.hh
opengl/gl_debug.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(VULKAN_SRC
vulkan/vk_backend.cc
vulkan/vk_batch.cc
vulkan/vk_buffer.cc
vulkan/vk_common.cc
vulkan/vk_context.cc
vulkan/vk_data_conversion.cc
vulkan/vk_debug.cc
vulkan/vk_descriptor_pools.cc
vulkan/vk_descriptor_set.cc
vulkan/vk_descriptor_set_layouts.cc
vulkan/vk_device.cc
vulkan/vk_device_submission.cc
vulkan/vk_fence.cc
vulkan/vk_framebuffer.cc
vulkan/vk_image_view.cc
vulkan/vk_immediate.cc
vulkan/vk_index_buffer.cc
vulkan/vk_memory_layout.cc
vulkan/vk_pipeline_pool.cc
vulkan/vk_pixel_buffer.cc
vulkan/vk_push_constants.cc
vulkan/vk_query.cc
vulkan/render_graph/nodes/vk_pipeline_data.cc
vulkan/render_graph/vk_command_buffer_wrapper.cc
vulkan/render_graph/vk_command_builder.cc
vulkan/render_graph/vk_render_graph.cc
vulkan/render_graph/vk_render_graph_links.cc
vulkan/render_graph/vk_resource_access_info.cc
vulkan/render_graph/vk_resource_state_tracker.cc
vulkan/render_graph/vk_scheduler.cc
vulkan/vk_resource_pool.cc
vulkan/vk_resource_tracker.cc
vulkan/vk_sampler.cc
vulkan/vk_samplers.cc
vulkan/vk_shader.cc
vulkan/vk_shader_compiler.cc
vulkan/vk_shader_interface.cc
vulkan/vk_shader_log.cc
vulkan/vk_shader_module.cc
vulkan/vk_staging_buffer.cc
vulkan/vk_state_manager.cc
vulkan/vk_storage_buffer.cc
vulkan/vk_texture.cc
vulkan/vk_to_string.cc
vulkan/vk_uniform_buffer.cc
vulkan/vk_vertex_attribute_object.cc
vulkan/vk_vertex_buffer.cc
vulkan/vk_backend.hh
vulkan/vk_batch.hh
vulkan/vk_buffer.hh
vulkan/vk_common.hh
vulkan/vk_context.hh
vulkan/vk_data_conversion.hh
vulkan/vk_debug.hh
vulkan/vk_descriptor_pools.hh
vulkan/vk_descriptor_set.hh
vulkan/vk_descriptor_set_layouts.hh
vulkan/vk_device.hh
vulkan/vk_fence.hh
vulkan/vk_framebuffer.hh
vulkan/vk_ghost_api.hh
vulkan/vk_image_view.hh
vulkan/vk_immediate.hh
vulkan/vk_index_buffer.hh
vulkan/vk_memory.hh
vulkan/vk_memory_layout.hh
vulkan/vk_pipeline_pool.hh
vulkan/vk_pixel_buffer.hh
vulkan/vk_push_constants.hh
vulkan/vk_query.hh
vulkan/render_graph/nodes/vk_begin_query_node.hh
vulkan/render_graph/nodes/vk_begin_rendering_node.hh
vulkan/render_graph/nodes/vk_blit_image_node.hh
vulkan/render_graph/nodes/vk_clear_attachments_node.hh
vulkan/render_graph/nodes/vk_clear_color_image_node.hh
vulkan/render_graph/nodes/vk_clear_depth_stencil_image_node.hh
vulkan/render_graph/nodes/vk_copy_buffer_node.hh
vulkan/render_graph/nodes/vk_copy_buffer_to_image_node.hh
vulkan/render_graph/nodes/vk_copy_image_node.hh
vulkan/render_graph/nodes/vk_copy_image_to_buffer_node.hh
vulkan/render_graph/nodes/vk_dispatch_indirect_node.hh
vulkan/render_graph/nodes/vk_dispatch_node.hh
vulkan/render_graph/nodes/vk_draw_indexed_indirect_node.hh
vulkan/render_graph/nodes/vk_draw_indexed_node.hh
vulkan/render_graph/nodes/vk_draw_indirect_node.hh
vulkan/render_graph/nodes/vk_draw_node.hh
vulkan/render_graph/nodes/vk_end_query_node.hh
vulkan/render_graph/nodes/vk_end_rendering_node.hh
vulkan/render_graph/nodes/vk_fill_buffer_node.hh
vulkan/render_graph/nodes/vk_node_info.hh
vulkan/render_graph/nodes/vk_pipeline_data.hh
vulkan/render_graph/nodes/vk_reset_query_pool_node.hh
vulkan/render_graph/nodes/vk_synchronization_node.hh
vulkan/render_graph/nodes/vk_update_buffer_node.hh
vulkan/render_graph/nodes/vk_update_mipmaps_node.hh
vulkan/render_graph/vk_command_buffer_wrapper.hh
vulkan/render_graph/vk_command_builder.hh
vulkan/render_graph/vk_render_graph.hh
vulkan/render_graph/vk_render_graph_links.hh
vulkan/render_graph/vk_render_graph_node.hh
vulkan/render_graph/vk_resource_access_info.hh
vulkan/render_graph/vk_resource_state_tracker.hh
vulkan/render_graph/vk_scheduler.hh
vulkan/vk_resource_pool.hh
vulkan/vk_resource_tracker.hh
vulkan/vk_sampler.hh
vulkan/vk_samplers.hh
vulkan/vk_shader.hh
vulkan/vk_shader_compiler.hh
vulkan/vk_shader_interface.hh
vulkan/vk_shader_log.hh
vulkan/vk_shader_module.hh
vulkan/vk_staging_buffer.hh
vulkan/vk_state_manager.hh
vulkan/vk_storage_buffer.hh
vulkan/vk_texture.hh
vulkan/vk_to_string.hh
vulkan/vk_uniform_buffer.hh
vulkan/vk_vertex_attribute_object.hh
vulkan/vk_vertex_buffer.hh
)
set(METAL_SRC
metal/mtl_backend.mm
metal/mtl_batch.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_shader_log.mm
metal/mtl_state.mm
metal/mtl_storage_buffer.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_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_log.hh
metal/mtl_shader_shared.hh
metal/mtl_state.hh
metal/mtl_storage_buffer.hh
metal/mtl_texture.hh
metal/mtl_uniform_buffer.hh
metal/mtl_vertex_buffer.hh
)
set(LIB
PRIVATE bf::blenkernel
PRIVATE bf::blenlib
PRIVATE bf::bmesh
PRIVATE bf::dna
PRIVATE bf::draw
PRIVATE bf::imbuf
PRIVATE bf::intern::atomic
PRIVATE bf::intern::clog
PRIVATE bf::intern::guardedalloc
PRIVATE bf::extern::fmtlib
PRIVATE bf::nodes
PRIVATE bf::dependencies::optional::opencolorio
)
# Select Backend source based on availability
if(WITH_OPENGL_BACKEND)
list(APPEND INC_SYS
${Epoxy_INCLUDE_DIRS}
)
list(APPEND SRC
${OPENGL_SRC}
)
list(APPEND LIB
${Epoxy_LIBRARIES}
)
add_definitions(-DWITH_OPENGL_BACKEND)
endif()
if(WITH_METAL_BACKEND)
list(APPEND SRC ${METAL_SRC})
endif()
if(WITH_VULKAN_BACKEND)
list(APPEND INC
../../../extern/vulkan_memory_allocator
)
list(APPEND INC_SYS
${VULKAN_INCLUDE_DIRS}
)
list(APPEND INC_SYS
${SHADERC_INCLUDE_DIRS}
)
list(APPEND SRC
${VULKAN_SRC}
)
list(APPEND LIB
${VULKAN_LIBRARIES}
${SHADERC_LIBRARIES}
extern_vulkan_memory_allocator
PRIVATE bf::extern::xxhash
)
add_definitions(-DWITH_VULKAN_BACKEND)
endif()
set(GLSL_SRC
GPU_shader_shared.hh
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_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_node_socket_frag.glsl
shaders/gpu_shader_2D_node_socket_vert.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_icon_multi_vert.glsl
shaders/gpu_shader_icon_frag.glsl
shaders/gpu_shader_icon_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_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_vert.glsl
shaders/gpu_shader_3D_smooth_color_vert.glsl
shaders/gpu_shader_3D_smooth_color_frag.glsl
shaders/gpu_shader_3D_clipped_uniform_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_frag.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_3D_point_flat_color_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_sequencer_strips_vert.glsl
shaders/gpu_shader_sequencer_strips_frag.glsl
shaders/gpu_shader_sequencer_thumbs_vert.glsl
shaders/gpu_shader_sequencer_thumbs_frag.glsl
shaders/gpu_shader_codegen_lib.glsl
shaders/common/gpu_shader_attribute_load_lib.glsl
shaders/common/gpu_shader_bicubic_sampler_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/common/gpu_shader_debug_gradients_lib.glsl
shaders/common/gpu_shader_fullscreen_vert.glsl
shaders/common/gpu_shader_index_load_lib.glsl
shaders/common/gpu_shader_math_base_lib.glsl
shaders/common/gpu_shader_math_fast_lib.glsl
shaders/common/gpu_shader_math_matrix_lib.glsl
shaders/common/gpu_shader_math_rotation_lib.glsl
shaders/common/gpu_shader_math_vector_lib.glsl
shaders/common/gpu_shader_print_lib.glsl
shaders/common/gpu_shader_sequencer_lib.glsl
shaders/common/gpu_shader_shared_exponent_lib.glsl
shaders/common/gpu_shader_smaa_lib.glsl
shaders/common/gpu_shader_test_lib.glsl
shaders/common/gpu_shader_utildefines_lib.glsl
shaders/material/gpu_shader_material_add_shader.glsl
shaders/material/gpu_shader_material_ambient_occlusion.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_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_fractal_voronoi.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_metallic.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_ray_portal.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_xyz.glsl
shaders/material/gpu_shader_material_set.glsl
shaders/material/gpu_shader_material_shader_to_rgba.glsl
shaders/material/gpu_shader_material_sheen.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_gabor.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_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_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_volume_coefficients.glsl
shaders/material/gpu_shader_material_voronoi.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_display_fallback_vert.glsl
shaders/gpu_shader_display_fallback_frag.glsl
shaders/gpu_shader_cfg_world_clip_lib.glsl
shaders/gpu_shader_colorspace_lib.glsl
shaders/gpu_shader_index_2d_array_points.glsl
shaders/gpu_shader_index_2d_array_lines.glsl
shaders/gpu_shader_index_2d_array_tris.glsl
GPU_shader_shared_utils.hh
)
set(GLSL_SRC_TEST
tests/shaders/gpu_math_test.glsl
tests/shaders/gpu_buffer_texture_test.glsl
tests/shaders/gpu_compute_1d_test.glsl
tests/shaders/gpu_compute_2d_test.glsl
tests/shaders/gpu_compute_ibo_test.glsl
tests/shaders/gpu_compute_ssbo_test.glsl
tests/shaders/gpu_compute_vbo_test.glsl
tests/shaders/gpu_compute_dummy_test.glsl
tests/shaders/gpu_specialization_test.glsl
tests/shaders/gpu_framebuffer_layer_viewport_test.glsl
tests/shaders/gpu_framebuffer_subpass_input_test.glsl
tests/shaders/gpu_push_constants_test.glsl
)
set(MTL_BACKEND_GLSL_SRC
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
metal/mtl_shader_shared.hh
metal/kernels/compute_texture_update.msl
metal/kernels/compute_texture_read.msl
shaders/metal/mtl_shader_defines.msl
shaders/metal/mtl_shader_common.msl
)
set(VULKAN_BACKEND_GLSL_SRC
vulkan/shaders/vk_backbuffer_blit_comp.glsl
)
if(WITH_GTESTS)
if(WITH_GPU_BACKEND_TESTS)
list(APPEND GLSL_SRC ${GLSL_SRC_TEST})
endif()
endif()
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()
if(WITH_VULKAN_BACKEND)
list(APPEND GLSL_SRC ${VULKAN_BACKEND_GLSL_SRC})
endif()
set(GLSL_C)
foreach(GLSL_FILE ${GLSL_SRC})
glsl_to_c(${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}" "" "" "")
blender_set_target_unity_build(bf_gpu_shaders 10)
list(APPEND LIB
bf_gpu_shaders
)
set(GLSL_SOURCE_CONTENT "")
set(GLSL_METADATA_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\(${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\", \"${GLSL_FILE}\"\)\n")
string(APPEND GLSL_METADATA_CONTENT "#include \"${GLSL_FILE}.hh\"\n")
endforeach()
set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_gpu_source_list.h")
file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
list(APPEND SRC ${glsl_source_list_file})
set(glsl_metadata_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_gpu_metadata_list.hh")
file(GENERATE OUTPUT ${glsl_metadata_list_file} CONTENT "${GLSL_METADATA_CONTENT}")
list(APPEND SRC ${glsl_metadata_list_file})
list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
endif()
if(WITH_GPU_BACKEND_TESTS)
add_definitions(-DWITH_GPU_BACKEND_TESTS)
endif()
if(WITH_GTESTS)
add_definitions(-DWITH_GTESTS)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
add_library(bf::gpu ALIAS bf_gpu)
target_link_libraries(bf_gpu PUBLIC
bf_compositor_shaders
bf_draw_shaders
bf_gpu_shaders
bf_imbuf_opencolorio_shaders
)
if(WITH_OPENGL_BACKEND AND CMAKE_SYSTEM_NAME STREQUAL "Linux")
target_link_libraries(bf_gpu PUBLIC rt)
endif()
if(WITH_OPENSUBDIV)
target_link_libraries(bf_gpu PUBLIC bf_osd_shaders)
endif()
if(WITH_RENDERDOC)
target_link_libraries(bf_gpu PUBLIC bf_intern_renderdoc_dynload)
endif()
if(CXX_WARN_NO_SUGGEST_OVERRIDE)
target_compile_options(bf_gpu PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-Wsuggest-override>)
endif()
if(WITH_GTESTS)
set(TEST_SRC)
set(TEST_INC)
set(TEST_LIB
bf_intern_ghost
bf_imbuf
bf_windowmanager
)
if(WITH_GPU_BACKEND_TESTS)
list(APPEND TEST_SRC
tests/buffer_texture_test.cc
tests/compute_test.cc
tests/framebuffer_test.cc
tests/immediate_test.cc
tests/index_buffer_test.cc
tests/push_constants_test.cc
tests/shader_create_info_test.cc
tests/shader_preprocess_test.cc
tests/shader_test.cc
tests/specialization_constants_test.cc
tests/state_blend_test.cc
tests/storage_buffer_test.cc
tests/texture_test.cc
tests/vertex_buffer_test.cc
)
endif()
if(WITH_VULKAN_BACKEND)
list(APPEND TEST_SRC
vulkan/tests/vk_data_conversion_test.cc
vulkan/tests/vk_memory_layout_test.cc
vulkan/render_graph/tests/vk_render_graph_test_compute.cc
vulkan/render_graph/tests/vk_render_graph_test_present.cc
vulkan/render_graph/tests/vk_render_graph_test_render.cc
vulkan/render_graph/tests/vk_render_graph_test_scheduler.cc
vulkan/render_graph/tests/vk_render_graph_test_transfer.cc
vulkan/render_graph/tests/vk_render_graph_test_types.hh
)
endif()
# Enable shader validation on build-bot for Metal
if(WITH_METAL_BACKEND AND NOT WITH_GPU_DRAW_TESTS AND
NOT (WITH_GTESTS AND WITH_GPU_BACKEND_TESTS)) # Avoid duplicate source file
list(APPEND TEST_SRC
tests/shader_create_info_test.cc
)
endif()
set(TEST_COMMON_SRC
tests/gpu_testing.cc
tests/gpu_testing.hh
)
blender_add_test_suite_lib(gpu
"${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}" "${TEST_COMMON_SRC}"
)
endif()