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Diffstat (limited to 'intern/cycles/cmake/external_libs.cmake')
-rw-r--r--intern/cycles/cmake/external_libs.cmake67
1 files changed, 67 insertions, 0 deletions
diff --git a/intern/cycles/cmake/external_libs.cmake b/intern/cycles/cmake/external_libs.cmake
index 4f02b93f04a..f92b51a9a38 100644
--- a/intern/cycles/cmake/external_libs.cmake
+++ b/intern/cycles/cmake/external_libs.cmake
@@ -16,6 +16,11 @@ endif()
###########################################################################
# GLEW
+# Workaround for unconventional variable name use in Blender.
+if(NOT CYCLES_STANDALONE_REPOSITORY)
+ set(GLEW_INCLUDE_DIR "${GLEW_INCLUDE_PATH}")
+endif()
+
if(WITH_CYCLES_STANDALONE AND WITH_CYCLES_STANDALONE_GUI)
set(CYCLES_APP_GLEW_LIBRARY ${BLENDER_GLEW_LIBRARIES})
endif()
@@ -32,3 +37,65 @@ if(WITH_CYCLES_CUDA_BINARIES)
set(WITH_CYCLES_CUDA_BINARIES OFF)
endif()
endif()
+
+# Packages which are being found by Blender when building from inside Blender
+# source code. but which we need to take care of when building Cycles from a
+# standalone repository
+if(CYCLES_STANDALONE_REPOSITORY)
+ if(APPLE OR WIN32)
+ include(precompiled_libs)
+ endif()
+
+ ####
+ # OpenGL
+
+ # TODO(sergey): We currently re-use the same variable name as we use
+ # in Blender. Ideally we need to make it CYCLES_GL_LIBRARIES.
+ find_package(OpenGL REQUIRED)
+ find_package(GLEW REQUIRED)
+ list(APPEND BLENDER_GL_LIBRARIES
+ "${OPENGL_gl_LIBRARY}"
+ "${OPENGL_glu_LIBRARY}"
+ "${GLEW_LIBRARY}"
+ )
+
+ ####
+ # OpenImageIO
+ find_package(OpenImageIO REQUIRED)
+
+ # OIIO usually depends on OpenEXR, so find this library
+ # but don't make it required.
+ find_package(OpenEXR)
+
+ ####
+ # Boost
+ set(__boost_packages filesystem regex system thread date_time)
+ if(WITH_CYCLES_NETWORK)
+ list(APPEND __boost_packages serialization)
+ endif()
+ if(WITH_CYCLES_OSL AND APPLE)
+ list(APPEND __boost_packages wave)
+ endif()
+ find_package(Boost 1.48 COMPONENTS ${__boost_packages} REQUIRED)
+ if(NOT Boost_FOUND)
+ # Try to find non-multithreaded if -mt not found, this flag
+ # doesn't matter for us, it has nothing to do with thread
+ # safety, but keep it to not disturb build setups.
+ set(Boost_USE_MULTITHREADED OFF)
+ find_package(Boost 1.48 COMPONENTS ${__boost_packages})
+ endif()
+ unset(__boost_packages)
+ set(BOOST_INCLUDE_DIR ${Boost_INCLUDE_DIRS})
+ set(BOOST_LIBRARIES ${Boost_LIBRARIES})
+ set(BOOST_LIBPATH ${Boost_LIBRARY_DIRS})
+ set(BOOST_DEFINITIONS "-DBOOST_ALL_NO_LIB")
+
+ ####
+ # OpenShadingLanguage
+ if(WITH_CYCLES_OSL)
+ find_package(OpenShadingLanguage REQUIRED)
+ find_package(LLVM REQUIRED)
+ endif()
+
+ unset(_lib_DIR)
+endif()