Files
test2/source/blender/gpu/CMakeLists.txt
Jeroen Bakker ec7fc8fef4 Vulkan: Parallel shader compilation
This PR introduces parallel shader compilation for Vulkan shader
modules. This will improve shader compilation when switching to material
preview or EEVEE render preview. It also improves material compilation.
However in order to measure the differences shaderc needs to be updated.

PR has been created so we can already start with the code review. This
PR doesn't include SPIR-V caching, what will land in a separate PR as
it needs more validation.

Parallel shader compilation has been tested on AMD/NVIDIA on Linux.
Testing on other platforms is planned in the upcoming days.

**Performance**

```
AMD Ryzen™ 9 7950X × 32, 64GB Ram
Operating system: Linux-6.8.0-44-generic-x86_64-with-glibc2.39 64 Bits, X11 UI
Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 550.107.02
```

*Test*: Start blender, open barbershop_interior.blend and wait until the viewport
has fully settled.

| Backend | Test                      | Duration |
| ------- | ------------------------- | -------- |
| OpenGL  | Coldstart/No subprocesses | 1:52     |
| OpenGL  | Coldstart/8 Subprocesses  | 0:54     |
| OpenGL  | Warmstart/8 Subprocesses  | 0:06     |
| Vulkan  | Coldstart Without PR      | 0:59     |
| Vulkan  | Warmstart Without PR      | 0:58     |
| Vulkan  | Coldstart With PR         | 0:33     |
| Vulkan  | Warmstart With PR         | 0:08     |

The difference in time (why OpenGL is faster in a warm start is that all
shaders are cached). Vulkan in this case doesn't cache anything and all
shaders are recompiled each time. Caching the shaders will be part of
a future PR. Main reason not to add it to this PR directly is that SPIR-V
cannot easily be validated and would require a sidecar to keep SPIR-V
compatible with external tools..

**NOTE**:
- This PR was extracted from #127418
- This PR requires #127564 to land and libraries to update. Linux lib
  is available as attachment in this PR. It works without, but is as slow as
  single threaded compilation.

Pull Request: https://projects.blender.org/blender/blender/pulls/127698
2024-09-20 08:30:09 +02:00

1002 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_BUILDINFO)
add_definitions(-DWITH_BUILDINFO)
endif()
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_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_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_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_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)
add_definitions(-DWITH_BUILD_INFO)
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 build-bot 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()