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This adds the remaining bits to enable Metal on macOS. There are still
performance optimizations and other improvements planned, but it should
now be ready for early testing.
This is currently only enabled on in Arm builds for M1 GPUs. It is not
yet working on AMD or Intel GPUs.
Ref T92212
Differential Revision: https://developer.blender.org/D13503
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We've now done testing to confirm this works with RDNA and RDNA2 AMD GPUs
on Windows. The AMD driver needed for this will soon be released publicly.
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Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.
Technical notes:
* The conversion candidate window is drawn by the input method program calling
`firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
in the `insertText` method called by the input method program.
Ref T51283
Differential Revision: https://developer.blender.org/D11695
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Explicitly disable these, rather than relying on them not being found.
Also, don't duplicates the architectures list.
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This adds CoreAudio as audio backend on macOS.
CoreAudio is the standard audio API on macOS.
Ref T86590
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This adds WASAPI as audio backend on Windows.
WASAPI is the modern standard audio API on
Windows introduced with Windows Vista.
Ref T86590
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This adds PulseAudio as audio backend on Linux.
PulseAudio is the main audio engine used on most,
if not all, Linux distributions today.
Ref T86590
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Decision: https://lists.blender.org/pipermail/bf-committers/2020-December/050836.html
Adds CMake dependency builder support. Tested on
macOS and Windows (Thanks @LazyDodo).
Reviewed By: #platform_macos, LazyDodo, sebbas
Maniphest Task: T84836
Differential Revision: https://developer.blender.org/D9928
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Add them to the standard build configurations, disable properly when library
not found and print as part of configuration overview.
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This caused warnings when e.g. building the lite profile because NanoVDB was not disabled, but
OpenVDB was. This Fixes this by setting the "WITH_NANOVDB" flag too.
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With this patch the build system checks whether the "CUDA10_NVCC_EXECUTABLE" CMake
variable is set and if so will use that to build sm_30 kernels. Similarily for sm_8x kernels it
checks "CUDA11_NVCC_EXECUTABLE". All other kernels are built using the default CUDA
toolkit. This makes it possible to use either the CUDA 10 or CUDA 11 toolkit by default and
only selectively use the other for the kernels where its a hard requirement.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9179
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No functional change.
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I didn't realize there were more duplicates while committing
{rBf1fee433be92}.
Original was added in {rB83f8223543f58c3b0881a03b6e9ddffff91}.
Duplicate was added in the merge {rB9e09b5c418c0a436e3c84ccf}.
Ref D8822
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All platforms have landed the libs, this can be on
by default now.
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It now follows the spacing around it.
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This is for design task T67744, Boolean Redesign.
It adds a choice of solver to the Boolean modifier and the
Intersect (Boolean) and Intersect (Knife) tools.
The 'Fast' choice is the current Bmesh boolean.
The new 'Exact' choice is a more advanced algorithm that supports
overlapping geometry and uses more robust calculations, but is
slower than the Fast choice.
The default with this commit is set to 'Exact'. We can decide before
the 2.91 release whether or not this is the right choice, but this
choice now will get us more testing and feedback on the new code.
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Required for the new boolean code, disabled by default
until all platforms have landed the libs and the boolean
code actually lands in master.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8384
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one is found
This patch changes the discovery of pre-compiled kernels, to look for any PTX, even if
it does not match the current architecture version exactly. It works because the driver can
JIT-compile PTX generated for architectures less than or equal to the current one.
This e.g. makes it possible to render on a new GPU architecture even if no pre-compiled
binary kernel was distributed for it as part of the Blender installation.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8332
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The OpenXR-SDK contains utilities for using the OpenXR standard
(https://www.khronos.org/openxr/). Namely C-headers and a so called
"loader" to manage runtime linking to OpenXR platforms ("runtimes")
installed on the user's system.
The WITH_XR_OPENXR build option is disabled by default for now, as there
is no code using it yet. On macOS it will remain disabled for now, it's
untested and there's no OpenXR runtime in sight for it.
Some points on the OpenXR-SDK dependency:
* The repository is located at
https://github.com/KhronosGroup/OpenXR-SDK (Apache 2).
* Notes on updating the dependency:
https://wiki.blender.org/wiki/Source/OpenXR_SDK_Dependency
* It contains a bunch of generated files, for which the sources are in a
separate repository
(https://github.com/KhronosGroup/OpenXR-SDK-Source).
* We could use that other repo by default, but I'd rather go with the
simpler solution and allow people to opt in if they want advanced dev
features.
* We currently use the OpenXR loader lib from it and the headers.
* To use the injected OpenXR API-layers from the SDK (e.g. API
validation layers), the SDK needs to be compiled from this other
repository.
The extra "XR_" prefix in the build option is to avoid mix-ups of OpenXR
with OpenEXR.
Most of this comes from the 2019 GSoC project, "Core Support of Virtual
Reality Headsets through OpenXR"
(https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Differential Revision: https://developer.blender.org/D6188
Reviewed by: Campbell Barton, Sergey Sharybin, Bastien Montagne, Ray
Molenkamp
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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
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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
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Missed one in the previous commit.
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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
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This is redundant as WITH_CPU_SSE adds these flags
when they're supported.
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It should no longer be tied to OpenVDB and OpenImageDenoise then.
Differential Revision: https://developer.blender.org/D6029
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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
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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.
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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
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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
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This version fixes various bugs, and there is no need anymore to use both
9.1 and 10.0 for different cards.
There is a bug related to WITH_CYCLES_CUBIN_COMPILER and bump mapping in the
regression tests, so that remains disabled same as it was for CUDA 10.0.
Fix T59286: CUDA bake failing on some cards.
Fix T56858: CUDA 9.2 and 10 issues.
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There may still be rendering errors when used for older graphics cards.
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Just use one flag which enables OpenSubdiv globally for all the
areas of Blender.
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Differential Revision: https://developer.blender.org/D3700
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WITH_ASSERT_ABORT was not disabled for release builds. In most cases asserts
are disabled in release builds, but not always.
This also changes the buildbot to use blender_release.cmake instead of
blender_full.cmake, the only effective difference should be WITH_ASSERT_ABORT.
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This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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device_cuda.cpp.
Fermi code in Cycles kernel and texture system are coming next.
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