diff options
author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/CMakeLists.txt | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (diff) |
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 92 |
1 files changed, 88 insertions, 4 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 4a67f5f6af8..f11dcc9bcf0 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -232,10 +232,94 @@ 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_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/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_cell_noise.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_velvet.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) |