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Refine MaterialX render module build configuration #1970
Refine MaterialX render module build configuration #1970
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@ld-kerley I like the idea behind this proposal, though the split between As an alternative, what if we added a This would allow USD developers to opt out of platform-specific render modules such as MaterialXRenderGlsl and MaterialXRenderOsl, without losing access to the MaterialXRender module that they still need. |
…ifically USD only needs the core render module in some build configuration. Also add a guard to ensure that MaterialXGenGlsl is built if MaterialXGenMsl is built, because of the dependency in the data library.
…'t support OpenGL
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Thanks for the updates, @ld-kerley, and this looks really promising! I'll take a closer look in upcoming days, and let's see if we can get this change ready to include in MaterialX v1.39.2. |
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
Signed-off-by: Jonathan Stone <jstone@lucasfilm.com>
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This looks good to me, thanks @ld-kerley!
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Add more refined control over building MaterialX render modules. Specifically USD only needs the core render module in some build configurations (iOS).
Also add a guard to ensure that MaterialXGenGlsl is built if MaterialXGenMsl is built, because of the dependency in the data library. USD uses
MaterialX::GlslShaderGenerator::TARGET
to locate those resources.