Files
test2/source/blender/gpu/CMakeLists.txt
Sergey Sharybin 7ceb4495c5 Refactor: OpenColorIO integration
Briefly about this change:
- OpenColorIO C-API is removed.
- The information about color spaces in ImBuf module is removed.
  It was stored in global ListBase in colormanagement.cc.
- Both OpenColorIO and fallback implementation supports GPU drawing.
- Fallback implementation supports white point, RGB curves, etc.
- Removed check for support of GPU drawing in IMB.

Historically it was implemented in a separate library with C-API, this
is because way back C++ code needed to stay in intern. This causes all
sort of overheads, and even calls that are strictly considered bad
level.

This change moves OpenColorIO integration into a module within imbuf,
next to movie, and next to IMB_colormanagement which is the main user
of it. This allows to avoid copy of color spaces, displays, views etc
in the ImBuf: they were used to help quickly querying information to
be shown on the interface. With this change it can be stored in the
same data structures as what is used by the OpenColorIO integration.
While it might not be fully avoiding duplication it is now less, and
there is no need in the user code to maintain the copies.

In a lot of cases this change also avoids allocations done per access
to the OpenColorIO. For example, it is not needed anymore to allocate
image descriptor in a heap.

The bigger user-visible change is that the fallback implementation now
supports GLSL drawing, with the whole list of supported features, such
as curve mapping and white point. This should help simplifying code
which relies on color space conversion on GPU: there is no need to
figure out fallback solution in such cases. The only case when drawing
will not work is when there is some actual bug, or driver issue, and
shader has failed to compile.

The change avoids having an opaque type for color space, and instead
uses forward declaration. It is a bit verbose on declaration, but helps
avoiding unsafe type-casts. There are ways to solve this in the future,
like having a header for forward declaration, or to flatten the name
space a bit.

There should be no user-level changes under normal operation.
When building without OpenColorIO or the configuration has a typo or
is missing a fuller set of color management tools is applies (such as the
white point correction).

Pull Request: https://projects.blender.org/blender/blender/pulls/138433
2025-05-09 14:01:43 +02:00

840 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
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_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_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_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_debug_layer.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)
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
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_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_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_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
)
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()
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 UNIX)
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_test.cc
tests/shader_preprocess_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()