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2020-01-27Cleanup: fix compiler warningsBrecht Van Lommel
2020-01-23CMake: Refactor external dependencies handlingSergey Sharybin
This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2019-12-16Mantaflow [Part 4]: Adapted build configSebastián Barschkis
Smaller changes in the build files to reflect the new Mantaflow macro. Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3853
2019-12-13USD: Introducing a simple USD ExporterSybren A. Stüvel
This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-06Cleanup/Windows: Separate out the MS-CRT into a subfolderRay Molenkamp
In older versions the ms crt was only a few dlls, in recent versions this jumped to over 40 leading to quite a bit of clutter in our bin folder. This change moves the CRT into its own folder. For developers that generally already have the runtime globaly available on their machine, there is a new cmake option (WITH_WINDOWS_BUNDLE_CRT, default ON) that you can use to toggle installing the runtime to the blender bin folder, and save some time during the initial build, this option is off by default for only the developer profile. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6132
2019-11-28Build: change CMake option defaults to match "make full"Brecht Van Lommel
Previously some important features like OpenSubdiv were disabled by default, which caused confusion. The purpose of disabling some of these features was to avoid potentiall build errors on Linux. But with precompiled libraries, install_deps.sh and better library availability checking this is hopefully not much of a problem anymore. This makes "make full" obsolete, but it's kept to not break docs or shell scripts that people may have, and the .cmake config file remains useful to modify an existing build folder. This also changes some option to only be available on platforms where they are actually supported (WITH_JACK, WITH_TBB_MALLOC_PROXY and X11 options). Fixes T69742 Differential Revision: https://developer.blender.org/D6306
2019-11-27Cleanup/CMake: Remove dormant windows codesign codeRay Molenkamp
This was added years ago to prepare for code-signing the executable but was never used, buildbots use a different mechanism now to sign so no need to keep this around.
2019-11-25Cleanup: remove unused CMake WITH_MOD_CLOTH_ELTOPO optionCampbell Barton
2019-11-20Cleanup: remove WITH_RAYOPTIMIZATIONCampbell Barton
This is redundant as WITH_CPU_SSE adds these flags when they're supported.
2019-11-18Merge branch 'blender-v2.81-release'Campbell Barton
2019-11-18CMake: GLEW_INCLUDE_PATH wasn't set for system glewCampbell Barton
2019-11-13Merge branch 'blender-v2.81-release'Sergey Sharybin
2019-11-13Initial implementation of code signing routinesSergey Sharybin
This changes integrates code signing steps into a buildbot worker process. The configuration requires having a separate machine running with a shared folder access between the signing machine and worker machine. Actual signing is happening as a "POST-INSTALL" script run by CMake, which allows to sign any binary which ends up in the final bundle. Additionally, such way allows to avoid signing binaries in the build folder (if we were signing as a built process, which iwas another alternative). Such complexity is needed on platforms which are using CPack to generate final bundle: CPack runs INSTALL target into its own location, so it is useless to run signing on a folder which is considered INSTALL by the buildbot worker. There is a signing script which can be used as a standalone tool, making it possible to hook up signing for macOS's bundler. There is a dummy Linux signer implementation, which can be activated by returning True from mock_codesign in linux_code_signer.py. Main purpose of this signer is to give an ability to develop the scripts on Linux environment, without going to Windows VM. The code is based on D6036 from Nathan Letwory. Differential Revision: https://developer.blender.org/D6216
2019-11-13Add support for the TBB allocator on windows.Ray Molenkamp
The heap on windows is single threaded causing it to lag behind linux in performance in allocation heavy multithreaded scenarios, BVH building is a prime example. See https://developer.blender.org/D6218 for benchmark results for testing with the allocator enabled/disabled you can set the environment variable TBB_MALLOC_DISABLE_REPLACEMENT=1 to disable the TBB allocator. Reviewed By: @sergey Differential Revision: https://developer.blender.org/D6218
2019-10-28CMake: add missing headers, use space before commentsCampbell Barton
2019-10-15Fix GPL block in CMake fileDalai Felinto
(using this to test the new server-side git hook)
2019-10-10Build: add WITH_TBB option, in preparation of sculpt using itBrecht Van Lommel
It should no longer be tied to OpenVDB and OpenImageDenoise then. Differential Revision: https://developer.blender.org/D6029
2019-10-10CMake: Allow to use pre-compiled CentOS librariesSergey Sharybin
The goal is to make it able to use pre-compiled CentOS libraries on a more modern system. Main issue was that it's possible that the compiler on a newer version is defaulting to different C++11 ABI. This change makes it so that if there is NO native libraries in the lib folder and there IS pre-compiled CentOS folder, it will be used and compiler will be forced to old ABI. Differential Revision: https://developer.blender.org/D6031
2019-10-07CMake: add GCC 9.2 -Wabsolute-value warningCampbell Barton
2019-10-01MSVC: Support Building clang+ninja+VS2019Ray Molenkamp
1) Clang was given the wrong VS version to emulate when used in combination with VS2019 causing build issues. 2) The erroneous supplied parameter `-std::c++11`caused CMake to fail running its compiler detection scripts.
2019-09-13Cycles: add Optix device backendPatrick Mours
This uses hardware-accelerated raytracing on NVIDIA RTX graphics cards. It is still currently experimental. Most features are supported, but a few are still missing like baking, branched path tracing and using CPU memory. https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Cycles#NVIDIA_RTX For building with Optix support, the Optix SDK must be installed. See here for build instructions: https://wiki.blender.org/wiki/Building_Blender/CUDA Differential Revision: https://developer.blender.org/D5363
2019-09-13Add QuadriFlow remesherSebastian Parborg
2019-09-05Cleanup: Cmake submodule checksAaron Carlisle
It is a pain if the subfile we are checking if it exists gets renamed/removed. Instead we can check if the directory is empty. Reviewers: mont29 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D5653
2019-08-28CMake: Remove unsupported G++ strict flagSergey Sharybin
According to the documentation this flag is only supported by C and Objective-C languages: https://gcc.gnu.org/onlinedocs/gcc/Warning-Options.html Solves noisy output on every C++ file in the project when using latest GCC-9.
2019-08-15Build: enable OpenImageDenoise, now that we have libraries for all platformsBrecht Van Lommel
Note that we are still missing an update for install_deps.sh to easily build this on Linux. Only "make deps" has it for now.
2019-08-14Compositor: Added denoising nodeBrecht Van Lommel
This node is built on Intel's OpenImageDenoise library. Other denoisers could be integrated, for example Lukas' Cycles denoiser. Compositor: Made OpenImageDenoise optional, added CMake and build_env files to find OIDN Compositor: Fixed some warnings in the denoising operator build_environment: Updated OpenImageDenoise to 0.8.1 build_environment: Updated OpenImageDenoise in `make deps` for macOS Reviewers: sergey, jbakker, brecht Reviewed By: brecht Subscribers: YAFU, LazyDodo, Zen_YS, slumber, samgreen, tjvoll, yeus, ponomarovmax, getrad, coder.kalyan, vitos1k, Yegor, DeepBlender, kumaran7, Darkfie9825, aliasguru, aafra, ace_dragon, juang3d, pandrodor, cdog, lordodin, jtheninja, mavek, marcog, 5k1n2, Atair, rawalanche, 0o00o0oo, filibis, poor, lukasstockner97 Tags: #compositing Differential Revision: https://developer.blender.org/D4304
2019-08-05Build: disable address sanitizer for Cycles optimized kernels with GCCBrecht Van Lommel
It's extremely slow to compile and run, so just disable it unless WITH_CYCLES_KERNEL_ASAN is manually enabled. For Clang it's always enabled since that appears to work ok. This also limits the -fno-sanitize=vptr flag to the Cycles kernel, as it was added specifically to work around an issue there. Differential Revision: https://developer.blender.org/D5404
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-31Have CMake be more strict when optional x11 libraries are missing but enabledSebastian Parborg
Previously cmake would silently disable features that depended on certain x11 libraries if they were not found. Now we instead error out and inform the user that these are missing but optional. Reviewed By: Brecht Differential Revision: http://developer.blender.org/D5380
2019-06-19Cleanup: style, indentationCampbell Barton
2019-06-15Cmake: Add `WINDOWS_USE_VISUAL_STUDIO_SOURCE_FOLDERS` optionmano-wii
This allows grouping files in a filter corresponding to the source files name. Differential Revision: https://developer.blender.org/D5077
2019-06-15Cmake: rename `WINDOWS_USE_VISUAL_STUDIO_FOLDERS` option to ↵mano-wii
`WINDOWS_USE_VISUAL_STUDIO_PROJECT_FOLDERS`. Suggested by @LazyDodo
2019-05-27cmake/msvc: Repress MSVC template warning C4661Ray Molenkamp
Draco emits about 60 of these, consulted with brecht before repressing them.
2019-05-08CMake: Add support of Ninja's pools to ease building on limited amount of RAM.Bastien Montagne
Many modern computers support a lot of threads (parrallel building jobs), but are somewhat restricted in memory, when some building jobs can require several GB each. Ninja builder has pools, which extend the usual `-j X` make parallelizing option, by allowing to specify different numbers of parallel jobs for different targets. This commit defines three pools, one for linking, one for usual compile, and one for compiling some 'heavy' cpp libs, when a single file can require GB of RAM in full debug builds. Simply enabling WITH_NINJA_POOL_JOBS will try to set default sensible values for those three pools based on your machine specifications, you can then tweak further the values of NINJA_MAX_NUM_PARALLEL_ settings, if you like. On my system (8 cores, 16GB RAM), it allows to build a full debug with all ASAN options build with roughly 7GB of RAM used at most, pretty much as quickly as without that option (which would require up to 11GB of available RAM at some points). Review task: D4780.
2019-04-23Fix building with asan option and OSL.Bastien Montagne
When OSL is enabled, Cycles disables RTTI in some of its modules, which then breaks vptr sanitizer (part of the 'undefined' sanitizer). thanks to @brecht for helping tracking down the issue.
2019-04-18Cleanup: remove last bits of WITH_LEGACY_DEPSGRAPH CMake option.Bastien Montagne
Legacy depsgraph has been removed from Blender since several months already...
2019-04-17Cleanup: use 2 space indentation for CMakeCampbell Barton
2019-04-12Build system: disable Draco when not installing python.Bastien Montagne
Draco py binding needs to be installed somewhere, when not installing Python itself it's breaking the installation (since it creates a fake empty py install, which will crash when trying to start Blender). We could fix that in some smarter way maybe, but for now it's simpler to just not care about Draco when we are not installing Python.
2019-04-11glTF: add Draco shared library for mesh compression.Benjamin Schmithüsen
Draco is added as a library under extern/ and builds a shared library that is installed into the Python site-packages. This is then loaded by the glTF add-on to do mesh compression. Differential Revision: https://developer.blender.org/D4501
2019-04-11Cleanup: suppress some warnings in external libraries.Brecht Van Lommel
2019-03-22Merge branch 'blender2.7'mano-wii
Conflicts: CMakeLists.txt
2019-03-22MSVC: add C4115 and C4189 warnings.mano-wii
This matches the warnings of the other compilers commonly used in Blender.
2019-02-05Cleanup: remove contributors for CMake filesCampbell Barton
Following removal from C source code. See: 8c68ed6df16d8893
2019-02-04Python: bump minimum version to 3.7Campbell Barton
All platforms use 3.7 now, supporting both increases chance some scripts will fail on older versions.
2019-01-26Merge branch 'blender2.7'Brecht Van Lommel
2019-01-26macOS: add support for OpenMP, making smoke/fluid/cloth simulations faster.Arto Kitula
This bring macOS on par with Windows and Linux. It uses the OpenMP library added to our precompiled libraries. Custom flags are set because FindOpenMP from CMake below 3.12 does not support AppleClang, and more recent versions do not work with our custom directory location either. Differential Revision: https://developer.blender.org/D4257
2019-01-18Merge branch 'blender2.7'Brecht Van Lommel
2019-01-18Cleanup: remove unnecessary CUDA architecture sm_72, it's for Tegra chips.Brecht Van Lommel
2019-01-06Fix T60187: Latest couple of builds fail to run, need libGLX.so.0Sergey Sharybin
2019-01-03Don't link against GLU librarySergey Sharybin
We are core profile now, no need to link against GLU. This change makes it so Blender binary is not dependent on liGLU.so. That was a weird thing that Blender was dependent on it, but was not using any functions from it.