Files
test/source/blender/gpu/CMakeLists.txt
Aras Pranckevicius 4c8f22447f VSE: Faster timeline thumbnail drawing
VSE timeline, when many (hundreds/thousands) of thumbnails were visible, was
very slow to redraw. This PR makes them 3-10x faster to redraw, by stopping
doing things that are slow :) Part of #126087 thumbnail improvements task.

- No longer do mute semitransparency or corner rounding on the CPU, do it in
  shader instead.
- Stop creating a separate GPU texture for each thumbnail, on every repaint,
  and drawing each thumbnail as a separate draw call. Instead, put thumbnails
  into a single texture atlas (using a simple shelf packing algorithm), and
  draw them in batch, passing data via UBO. The atlas is still re-created every
  frame, but that does not seem to be a performance issue. Thumbnails are
  cropped horizontally based on how much of their parts are visible (e.g. a
  narrow strip on screen), so realistically the atlas size is kinda
  proportional to screen size, and ends up being just several megabytes of data
  transfer between CPU -> GPU each frame.

On this Sprite Fright edit timeline view (612 visible thumbnails), time taken
to repaint the timeline window:

- Mac (M1 Max, Metal): 68.1ms -> 4.7ms
- Windows (Ryzen 5950X, RTX 3080Ti, OpenGL): 23.7ms -> 6.8ms

This also fixes a visual issue with thumbnails, where when strips are very
tall, the "rounded corners" that were poked right into the thumbnail bitmap
on the CPU were showing up due to actual bitmap being scaled up a lot.

Pull Request: https://projects.blender.org/blender/blender/pulls/126972
2024-09-03 08:25:15 +02:00

993 lines
32 KiB
CMake

# SPDX-FileCopyrightText: 2006 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
set(INC
.
dummy
intern
metal
opengl
vulkan
../blenkernel
../bmesh
../draw
../imbuf
../makesrna
# For theme color access.
../editors/include
# For *_info.hh includes.
../compositor/realtime_compositor
../draw/engines/eevee_next
../draw/engines/gpencil
../draw/engines/select
../draw/engines/workbench
../draw/intern
# For node muting stuff.
../nodes
../../../intern/ghost
../../../intern/mantaflow/extern
)
if(WITH_RENDERDOC)
list(APPEND INC
../../../extern/renderdoc/include
../../../intern/renderdoc_dynload/include
)
add_definitions(-DWITH_RENDERDOC)
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_drawlist.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_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_uniform_buffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_viewport.cc
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_drawlist.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_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_uniform_buffer.hh
GPU_vertex_buffer.hh
GPU_vertex_format.hh
GPU_viewport.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_drawlist_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_query.hh
intern/gpu_select_private.hh
intern/gpu_shader_create_info.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_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_compilation_subprocess.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(VULKAN_SRC
vulkan/vk_backend.cc
vulkan/vk_batch.cc
vulkan/vk_bindable_resource.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_drawlist.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.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_interface.cc
vulkan/vk_shader_log.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_bindable_resource.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_drawlist.hh
vulkan/vk_fence.hh
vulkan/vk_framebuffer.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_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_interface.hh
vulkan/vk_shader_log.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_drawlist.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_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_log.hh
metal/mtl_shader_shared.h
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::blenlib
PRIVATE bf::dna
PRIVATE bf::intern::atomic
PRIVATE bf::intern::clog
PRIVATE bf::intern::guardedalloc
)
# 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)
if(APPLE)
list(APPEND INC_SYS
${MOLTENVK_INCLUDE_DIRS}
)
list(APPEND LIB
${MOLTENVK_LIBRARIES}
)
endif()
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
)
add_definitions(-DWITH_VULKAN_BACKEND)
endif()
if(WITH_VULKAN_GUARDEDALLOC)
add_definitions(-DWITH_VULKAN_GUARDEDALLOC)
endif()
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.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_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_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_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_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_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_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_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_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_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_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_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_vert_no_geom.glsl
shaders/gpu_shader_gpencil_stroke_frag.glsl
shaders/gpu_shader_gpencil_stroke_geom.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/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_GTESTS)
if(WITH_GPU_DRAW_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 STRIP_LEADING_C_COMMENTS)
endforeach()
endif()
set(GLSL_C)
foreach(GLSL_FILE ${GLSL_SRC})
data_to_c_simple(${GLSL_FILE} GLSL_C STRIP_LEADING_C_COMMENTS)
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_ambient_occlusion_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_deferred_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_lightprobe_sphere_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_lightprobe_volume_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_lookdev_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_lut_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_shadow_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_subsurface_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_tracing_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_volume_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_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_viewer_attribute_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_depth_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_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_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_index_load_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_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_icon_info.hh
shaders/infos/gpu_shader_index_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_print_info.hh
shaders/infos/gpu_shader_sequencer_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
)
set(SRC_SHADER_CREATE_INFOS_TEST
shaders/infos/gpu_shader_test_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_GTESTS)
if(WITH_GPU_DRAW_TESTS)
list(APPEND SRC_SHADER_CREATE_INFOS ${SRC_SHADER_CREATE_INFOS_TEST})
endif()
endif()
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_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
target_link_libraries(bf_gpu PUBLIC
bf_compositor_shaders
bf_draw_shaders
bf_gpu_shaders
)
if(WITH_OPENGL_BACKEND AND UNIX)
target_link_libraries(bf_gpu PUBLIC rt)
endif()
if(WITH_OPENCOLORIO)
target_link_libraries(bf_gpu PUBLIC bf_ocio_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_GPU_BUILDTIME_SHADER_BUILDER)
set(_manifest)
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}
)
unset(_manifest)
setup_platform_linker_flags(shader_builder)
if(WITH_BUILD_INFO)
target_link_libraries(shader_builder PRIVATE buildinfoobj)
endif()
target_link_libraries(shader_builder PRIVATE
bf_gpu
bf_intern_clog
bf_blenlib
bf_intern_ghost
${PLATFORM_LINKLIBS}
PRIVATE bf::intern::guardedalloc
)
target_include_directories(shader_builder SYSTEM PRIVATE ${INC_SYS})
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
${CMAKE_COMMAND} -E env ${PLATFORM_ENV_BUILD}
$<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)
set(TEST_SRC)
set(TEST_INC)
set(TEST_LIB
bf_intern_ghost
bf_imbuf
bf_windowmanager
)
if(WITH_GPU_DRAW_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_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 buildbot for Metal
if(WITH_METAL_BACKEND AND NOT WITH_GPU_DRAW_TESTS)
list(APPEND TEST_SRC
tests/shader_create_info_test.cc
)
endif()
if(TEST_SRC)
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()
endif()