# ***** 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 ../windowmanager ../editors/include # For node muting stuff... ../nodes ../nodes/intern ../../../intern/clog ../../../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_capabilities.cc intern/gpu_codegen.c 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.c intern/gpu_index_buffer.cc 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_query.cc intern/gpu_select.c intern/gpu_select_pick.c intern/gpu_select_sample_query.cc intern/gpu_shader.cc intern/gpu_shader_builtin.c 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_texture.cc intern/gpu_uniform_buffer.cc intern/gpu_vertex_buffer.cc intern/gpu_vertex_format.cc intern/gpu_viewport.c opengl/gl_backend.cc opengl/gl_batch.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_texture.cc opengl/gl_uniform_buffer.cc opengl/gl_vertex_array.cc opengl/gl_vertex_buffer.cc GPU_batch.h GPU_batch_presets.h GPU_batch_utils.h GPU_buffers.h GPU_capabilities.h GPU_common.h GPU_compute.h GPU_context.h GPU_debug.h GPU_drawlist.h GPU_framebuffer.h GPU_glew.h GPU_immediate.h GPU_immediate_util.h GPU_index_buffer.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_shader_shared.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_capabilities_private.hh intern/gpu_codegen.h 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_index_buffer_private.hh intern/gpu_material_library.h intern/gpu_matrix_private.h intern/gpu_node_graph.h intern/gpu_platform_private.hh intern/gpu_private.h intern/gpu_query.hh intern/gpu_select_private.h intern/gpu_shader_create_info.hh intern/gpu_shader_create_info_private.hh intern/gpu_shader_interface.hh intern/gpu_shader_private.hh intern/gpu_state_private.hh intern/gpu_texture_private.hh intern/gpu_uniform_buffer_private.hh intern/gpu_vertex_buffer_private.hh intern/gpu_vertex_format_private.h opengl/gl_backend.hh opengl/gl_batch.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_texture.hh opengl/gl_uniform_buffer.hh opengl/gl_vertex_array.hh opengl/gl_vertex_buffer.hh ) set(LIB ${BLENDER_GL_LIBRARIES} ) if(NOT WITH_SYSTEM_GLEW) list(APPEND LIB ${BLENDER_GLEW_LIBRARIES} ) endif() set(GLSL_SRC GPU_shader_shared.h 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_flat_color_vert.glsl shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl shaders/gpu_shader_2D_line_dashed_frag.glsl shaders/gpu_shader_2D_smooth_color_vert.glsl shaders/gpu_shader_2D_smooth_color_frag.glsl shaders/gpu_shader_2D_image_vert.glsl shaders/gpu_shader_2D_image_rect_vert.glsl shaders/gpu_shader_2D_image_multi_rect_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_modulate_alpha_frag.glsl shaders/gpu_shader_image_shuffle_color_frag.glsl shaders/gpu_shader_image_color_frag.glsl shaders/gpu_shader_image_varying_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_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_fixed_size_varying_color_vert.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_codegen_lib.glsl shaders/gpu_shader_geometry.glsl shaders/material/gpu_shader_material_add_shader.glsl shaders/material/gpu_shader_material_ambient_occlusion.glsl shaders/material/gpu_shader_material_anisotropic.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_color_ramp.glsl shaders/material/gpu_shader_material_color_util.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_float_curve.glsl shaders/material/gpu_shader_material_fractal_noise.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_hash.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_math.glsl shaders/material/gpu_shader_material_math_util.glsl shaders/material/gpu_shader_material_mix_rgb.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_refraction.glsl shaders/material/gpu_shader_material_rgb_curves.glsl shaders/material/gpu_shader_material_rgb_to_bw.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_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_gradient.glsl shaders/material/gpu_shader_material_tex_image.glsl shaders/material/gpu_shader_material_tex_magic.glsl shaders/material/gpu_shader_material_tex_musgrave.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_translucent.glsl shaders/material/gpu_shader_material_transparent.glsl shaders/material/gpu_shader_material_uv_map.glsl shaders/material/gpu_shader_material_vector_curves.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_velvet.glsl shaders/material/gpu_shader_material_vertex_color.glsl shaders/material/gpu_shader_material_volume_absorption.glsl shaders/material/gpu_shader_material_volume_info.glsl shaders/material/gpu_shader_material_volume_principled.glsl shaders/material/gpu_shader_material_volume_scatter.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_gpencil_stroke_geom.glsl shaders/gpu_shader_cfg_world_clip_lib.glsl shaders/gpu_shader_colorspace_lib.glsl shaders/gpu_shader_common_obinfos_lib.glsl intern/gpu_shader_shared_utils.h ) set(GLSL_C) foreach(GLSL_FILE ${GLSL_SRC}) data_to_c_simple(${GLSL_FILE} GLSL_C) endforeach() blender_add_lib(bf_gpu_shaders "${GLSL_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(SHADER_CREATE_INFOS ../draw/engines/workbench/shaders/infos/workbench_composite_info.hh ../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh ../draw/engines/workbench/shaders/infos/workbench_effect_cavity_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_merge_infront_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_fullscreen_info.hh ../draw/intern/shaders/draw_object_infos_info.hh ../draw/intern/shaders/draw_view_info.hh ../draw/intern/shaders/draw_hair_refine_info.hh shaders/infos/gpu_clip_planes_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_flat_color_info.hh shaders/infos/gpu_shader_2D_image_color_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_multi_rect_color_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_smooth_color_info.hh shaders/infos/gpu_shader_2D_uniform_color_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_modulate_alpha_info.hh shaders/infos/gpu_shader_3D_point_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_instance_varying_color_varying_size_info.hh shaders/infos/gpu_shader_keyframe_shape_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(SHADER_CREATE_INFOS_CONTENT "") foreach(DESCRIPTOR_FILE ${SHADER_CREATE_INFOS}) string(APPEND SHADER_CREATE_INFOS_CONTENT "#include \"${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() add_definitions(${GL_DEFINITIONS}) if(WITH_IMAGE_DDS) add_definitions(-DWITH_DDS) endif() blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}") target_link_libraries(bf_gpu PUBLIC bf_draw_shaders bf_gpu_shaders ) if(CXX_WARN_NO_SUGGEST_OVERRIDE) target_compile_options(bf_gpu PRIVATE $<$:-Wsuggest-override>) endif() if(WITH_GPU_SHADER_BUILDER) add_executable(shader_builder intern/gpu_shader_builder.cc intern/gpu_shader_builder_stubs.cc ${shader_create_info_list_file} ) target_link_libraries(shader_builder PUBLIC bf_blenkernel ${PLATFORM_LINKLIBS} ) target_include_directories(shader_builder PRIVATE ${INC} ${CMAKE_CURRENT_BINARY_DIR}) set(BAKED_CREATE_INFOS_FILE ${CMAKE_CURRENT_BINARY_DIR}/shader_baked.hh) add_custom_command( OUTPUT ${BAKED_CREATE_INFOS_FILE} COMMAND "$" ${BAKED_CREATE_INFOS_FILE} DEPENDS shader_builder ) set(GPU_SHADER_INFO_SRC intern/gpu_shader_info_baked.cc ${BAKED_CREATE_INFOS_FILE} ) blender_add_lib(bf_gpu_shader_infos "${GPU_SHADER_INFO_SRC}" "" "" "") endif() if(WITH_GTESTS) if(WITH_OPENGL_DRAW_TESTS) set(TEST_SRC tests/gpu_testing.cc tests/gpu_index_buffer_test.cc tests/gpu_shader_builtin_test.cc tests/gpu_shader_test.cc tests/gpu_testing.hh ) set(TEST_INC ) set(TEST_LIB ) include(GTestTesting) blender_add_test_lib(bf_gpu_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}") endif() endif()