Faster and better looking VSE scopes & "show overexposed". Waveform & RGB Parade now can also show HDR color intensities. (Note: this is only about VSE scopes; Image Space scopes are to be improved separately) - Waveform, RGB Parade, Vectorscope scopes are done on the GPU now, by drawing points for each input pixel, and placing them according to scope logic. The point drawing is implemented in a compute shader, with a fragment shader resolve pass; this is because drawing lots of points in the same location is very slow on some GPUs (e.g. Apple). The compute shader rasterizer is several times faster on regular desktop GPU as well. - If a non-default color management is needed (e.g. VSE colorspace is not the same as display colorspace, or a custom look transform is used etc. etc.), then transform the VSE preview texture into display space RGBA 16F texture using OCIO GPU machinery, and calculate scopes from that. - The "show overexposed" (zebra) preview option is also done on the GPU now. - Waveform/Parade scopes unlock zoom X/Y aspect for viewing HDR scope, similar to how it was done for HDR histograms recently. - Added SEQ_preview_cache.hh that holds GPU textures of VSE preview, this is so that when you have a preview and several scopes, each of them does not have to create/upload their own GPU texture (that would both waste memory, and be slow). Screenshots and performance details in the PR. Pull Request: https://projects.blender.org/blender/blender/pulls/144867
113 lines
3.6 KiB
CMake
113 lines
3.6 KiB
CMake
# SPDX-FileCopyrightText: 2024 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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set(INC_GLSL
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.
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..
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../intern
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common
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infos
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)
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set(SRC_GLSL_VERT
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gpu_shader_2D_area_borders_vert.glsl
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gpu_shader_2D_image_rect_vert.glsl
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gpu_shader_2D_image_vert.glsl
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gpu_shader_2D_node_socket_vert.glsl
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gpu_shader_2D_nodelink_vert.glsl
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gpu_shader_2D_point_uniform_size_aa_vert.glsl
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gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
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gpu_shader_2D_point_varying_size_varying_color_vert.glsl
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gpu_shader_3D_polyline_vert.glsl
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gpu_shader_2D_vert.glsl
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gpu_shader_2D_widget_base_vert.glsl
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gpu_shader_2D_widget_shadow_vert.glsl
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gpu_shader_3D_clipped_uniform_color_vert.glsl
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gpu_shader_3D_flat_color_vert.glsl
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gpu_shader_3D_image_vert.glsl
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gpu_shader_3D_line_dashed_uniform_color_vert.glsl
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gpu_shader_3D_normal_vert.glsl
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gpu_shader_3D_point_uniform_size_aa_vert.glsl
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gpu_shader_3D_point_varying_size_varying_color_vert.glsl
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gpu_shader_3D_point_flat_color_vert.glsl
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gpu_shader_3D_smooth_color_vert.glsl
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gpu_shader_display_fallback_vert.glsl
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gpu_shader_gpencil_stroke_vert.glsl
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gpu_shader_icon_multi_vert.glsl
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gpu_shader_icon_vert.glsl
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gpu_shader_keyframe_shape_vert.glsl
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gpu_shader_sequencer_strips_vert.glsl
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gpu_shader_sequencer_thumbs_vert.glsl
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gpu_shader_text_vert.glsl
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)
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set(SRC_GLSL_FRAG
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gpu_shader_2D_area_borders_frag.glsl
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gpu_shader_2D_line_dashed_frag.glsl
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gpu_shader_2D_node_socket_frag.glsl
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gpu_shader_2D_nodelink_frag.glsl
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gpu_shader_2D_widget_base_frag.glsl
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gpu_shader_2D_widget_shadow_frag.glsl
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gpu_shader_3D_polyline_frag.glsl
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gpu_shader_3D_smooth_color_frag.glsl
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gpu_shader_checker_frag.glsl
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gpu_shader_depth_only_frag.glsl
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gpu_shader_diag_stripes_frag.glsl
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gpu_shader_display_fallback_frag.glsl
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gpu_shader_flat_color_frag.glsl
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gpu_shader_gpencil_stroke_frag.glsl
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gpu_shader_icon_frag.glsl
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gpu_shader_image_color_frag.glsl
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gpu_shader_image_desaturate_frag.glsl
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gpu_shader_image_frag.glsl
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gpu_shader_image_overlays_merge_frag.glsl
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gpu_shader_image_overlays_stereo_merge_frag.glsl
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gpu_shader_image_shuffle_color_frag.glsl
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gpu_shader_keyframe_shape_frag.glsl
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gpu_shader_point_uniform_color_aa_frag.glsl
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gpu_shader_point_uniform_color_outline_aa_frag.glsl
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gpu_shader_point_varying_color_frag.glsl
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gpu_shader_sequencer_scope_frag.glsl
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gpu_shader_sequencer_strips_frag.glsl
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gpu_shader_sequencer_thumbs_frag.glsl
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gpu_shader_sequencer_zebra_frag.glsl
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gpu_shader_simple_lighting_frag.glsl
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gpu_shader_text_frag.glsl
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gpu_shader_uniform_color_frag.glsl
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)
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set(SRC_GLSL_COMP
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gpu_shader_sequencer_scope_comp.glsl
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# TODO rename them properly to enable compilation.
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# gpu_shader_index_2d_array_lines.glsl
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# gpu_shader_index_2d_array_points.glsl
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# gpu_shader_index_2d_array_tris.glsl
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)
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set(SRC_VULKAN_GLSL_COMP
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# TODO incorrect path, if corrected fails c++ compile
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# vk_backbuffer_blit_comp.glsl
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)
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if(WITH_VULKAN_BACKEND)
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list(APPEND SRC_GLSL_COMP ${SRC_VULKAN_GLSL_COMP})
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endif()
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set(SRC_GLSL_LIB
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common/gpu_shader_print_lib.glsl
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)
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# Compile shaders with shader code.
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if(WITH_GPU_SHADER_CPP_COMPILATION)
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with_shader_cpp_compilation_config()
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compile_sources_as_cpp(gpu_cpp_shaders_vert "${SRC_GLSL_VERT}" "GPU_VERTEX_SHADER")
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compile_sources_as_cpp(gpu_cpp_shaders_frag "${SRC_GLSL_FRAG}" "GPU_FRAGMENT_SHADER")
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compile_sources_as_cpp(gpu_cpp_shaders_comp "${SRC_GLSL_COMP}" "GPU_COMPUTE_SHADER")
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# Only enable to make sure they compile on their own.
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# Otherwise it creates a warning about `pragma once`.
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# compile_sources_as_cpp(gpu_cpp_shaders_lib "${SRC_GLSL_LIB}" "GPU_LIBRARY_SHADER")
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endif()
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