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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-08-23 15:36:22 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-08-26 20:18:34 +0300
commit7f840426fd4917f56e7bafcffffd51b93c1fc6f7 (patch)
treeef90d2c4836e1f521bfc847c92d4b692369a2295 /source/blender/gpu/CMakeLists.txt
parent6b189d2bcf3536231f7040926ed34fe01012f14e (diff)
GPU: add mechanism for splitting up big gpu_shader_material.glsl file
Compiling this big file for every Eevee material is bad for performance, and now that we are adding more nodes it gets worse. This patch adds a simple mechanism to split up that file, and use only the parts used by shader nodes. When a function is used by GPU_link, we detect which GLSL file it came from and use it in GLSL code generation automatically. Dependencies between GLSL files are manually specified, and function names must be unique across all GLSL files. Most of the actual splitting up will be done in later commits. Differential Revision: https://developer.blender.org/D5569
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r--source/blender/gpu/CMakeLists.txt4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index fb7d3c1ace8..4a67f5f6af8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -116,6 +116,7 @@ set(SRC
intern/gpu_batch_private.h
intern/gpu_codegen.h
intern/gpu_context_private.h
+ intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_primitive_private.h
intern/gpu_private.h
@@ -232,6 +233,9 @@ data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_hash.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_magic.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_white_noise.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)