Files
test2/source/blender/gpu/CMakeLists.txt
Clément Foucault 82a197cc7f GPUDebug: Reformat GL debug callbacks and move them to GL backend
Now the callbacks are setup for each debug context.

The formating has been reworked to be less verbose and make errors
and warnings stand out from the notifications.
Errors are most of the time sufficiently explicit in their message.

This also remove the support for AMD_debug_output which is 10 years old.

This is related to the Vulkan port T68990.
2020-09-01 00:30:36 +02:00

367 lines
16 KiB
CMake

# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
# WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu,
# to more easily highlight codepadths in other libraries that need to be refactored,
# bf_gpu is allowed to have opengl regardless of this option.
if(NOT WITH_OPENGL)
add_definitions(-DWITH_OPENGL)
endif()
set(INC
.
intern
opengl
../blenkernel
../blenlib
../bmesh
../draw
../imbuf
../makesdna
../makesrna
../editors/include
# For node muting stuff...
../nodes
../nodes/intern
../../../intern/ghost
../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/mantaflow/extern
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/gpu_batch.cc
intern/gpu_batch_presets.c
intern/gpu_batch_utils.c
intern/gpu_buffers.c
intern/gpu_codegen.c
intern/gpu_context.cc
intern/gpu_debug.cc
intern/gpu_drawlist.cc
intern/gpu_element.cc
intern/gpu_extensions.cc
intern/gpu_framebuffer.cc
intern/gpu_immediate.cc
intern/gpu_immediate_util.c
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_select.c
intern/gpu_select_pick.c
intern/gpu_select_sample_query.c
intern/gpu_shader.cc
intern/gpu_shader_builtin.c
intern/gpu_shader_interface.cc
intern/gpu_state.cc
intern/gpu_texture.cc
intern/gpu_uniform_buffer.cc
intern/gpu_vertex_buffer.cc
intern/gpu_vertex_format.cc
intern/gpu_viewport.c
opengl/gl_batch.cc
opengl/gl_context.cc
opengl/gl_drawlist.cc
opengl/gl_debug.cc
opengl/gl_framebuffer.cc
opengl/gl_immediate.cc
opengl/gl_shader.cc
opengl/gl_shader_interface.cc
opengl/gl_state.cc
opengl/gl_uniform_buffer.cc
opengl/gl_vertex_array.cc
GPU_batch.h
GPU_batch_presets.h
GPU_batch_utils.h
GPU_buffers.h
GPU_common.h
GPU_context.h
GPU_debug.h
GPU_drawlist.h
GPU_element.h
GPU_extensions.h
GPU_framebuffer.h
GPU_glew.h
GPU_immediate.h
GPU_immediate_util.h
GPU_init_exit.h
GPU_legacy_stubs.h
GPU_material.h
GPU_matrix.h
GPU_platform.h
GPU_primitive.h
GPU_select.h
GPU_shader.h
GPU_state.h
GPU_texture.h
GPU_uniform_buffer.h
GPU_vertex_buffer.h
GPU_vertex_format.h
GPU_viewport.h
intern/gpu_backend.hh
intern/gpu_batch_private.hh
intern/gpu_codegen.h
intern/gpu_context_private.hh
intern/gpu_drawlist_private.hh
intern/gpu_framebuffer_private.hh
intern/gpu_immediate_private.hh
intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_node_graph.h
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.hh
intern/gpu_shader_interface.hh
intern/gpu_state_private.hh
intern/gpu_uniform_buffer_private.hh
intern/gpu_vertex_format_private.h
opengl/gl_backend.hh
opengl/gl_batch.hh
opengl/gl_context.hh
opengl/gl_debug.hh
opengl/gl_drawlist.hh
opengl/gl_framebuffer.hh
opengl/gl_immediate.hh
opengl/gl_primitive.hh
opengl/gl_shader.hh
opengl/gl_shader_interface.hh
opengl/gl_state.hh
opengl/gl_texture.hh
opengl/gl_uniform_buffer.hh
opengl/gl_vertex_array.hh
)
set(LIB
${BLENDER_GL_LIBRARIES}
)
if(NOT WITH_SYSTEM_GLEW)
list(APPEND LIB
${BLENDER_GLEW_LIBRARIES}
)
endif()
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_polyline_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_codegen_lib.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_fill_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
data_to_c_simple(shaders/gpu_shader_colorspace_lib.glsl SRC)
data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC)
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
add_definitions(${GL_DEFINITIONS})
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")