Age | Commit message (Collapse) | Author |
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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The main new feature is mixed variable declarations and code, which can help
reduce uninitialized variables or accidental variable reuse.
Due to incomplete C99 support in VS 2013, variable length arrays are not
supported, BLI_array_alloca must still be used. The header <tgmath.h> is also
not supported.
Differential Revision: https://developer.blender.org/D1631
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:
- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
of OpenSubdiv is used, making viewport performance as fast as possible.
This also requires graphscard with GLSL 1.5 support. If this requirement is
not met, then no GPU pipeline is used at all.
- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
rendering then CPU limit evaluation API from OpenSubdiv is used. This only
replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
structures exactly the same as they used to be for ages now.
This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:
- Face varying data interpolation is not really cleanly implemented for GPU
in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.
This basically means we'll have really hard time supporting UVs.
- Limit evaluation only works with adaptivly subdivided meshes so far, which
basically means all the points of CCG are pushed to the limit. This gives
different result from old code.
- There are some serious optimizations possible on the topology refiner
creation, which would speed up initial OpenSubdiv mesh creation.
- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
could be generalized.
That's something where Antony and Campbell can help, making it so the code
is structured in a way which is reusable by all planned viewport projects.
- There are also some workarounds in the dependency graph to make sure OpenGL
buffers are only freed from the main thread.
Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from
https://github.com/Nazg-Gul/OpenSubdiv/tree/dev
There are some patches applied in there which we're working on on getting
into upstream.
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We need to register the exception handler slightly differently here, as
well as adding DbgHelp as a library, but according to docs it should be
supported in recent Windows editions (Win XP included even).
We can try it first and revert if there are issues.
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Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
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Also move this to a generic place in SConstruct instead of having this
defines in 6 different configurations.
Should not be functional changes, but please verify all the platforms.
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This also updates the configurations to build kernels for compute capability
5.0 cards, when using and older CUDA toolkit version this will be skipped.
Also includes tweaks to improve performance with this version:
* Increase max registers on sm_30, sm_35 and sm_50
* No longer use texture storage on sm_30
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note: this isn't best way of extracting version without '.'
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backend.
This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled,
it will always use QTKit.
The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will
give consistent input/output. On Windows or Linux quicktime isn't being used.
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using
a compiler older than CUDA 5.0 it will give a warning and skip this architecture.
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static, revert renaming of linked library
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Crash was happening on windows platforms only and was caused
by some specifics about how CRT works.
Basically, blender and all of the .dll are compiled with /MT
flag, which means blender.exe and all .dll are using separate
environments. This makes it impossible to pass file descriptors
from blender to other dll, because it becomes invalid in the dll.
And this is exactly what was happening: OIIO was trying to open
movie file with all known plugins and one of them was zlib. And
the way OIIO was using zlib API is opening the file using Boost
and passing a file descriptor to zlib. And since zlib was a
dynamic library this lead to general issues using this descriptor
in zlib code.
Solved by linking to zlib statically. This allows to safely pass
file descriptor to zlib API. Alternative would be to compile all
the stuff with /MD flag, but that's much bigger and less robust
way to fix the issue.
Tested on windows using msvc2008, scons plus cmake both 32 and 64
bit versions. Seems to be working fine.
Further tweaks for mingw and msvc2012 could be needed tho.
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bringing this to attention.
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platforms might want to update as well)
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* Deprecate computing capability 1.3 (sm_13)
This commit disables auto build of sm_13 CUDA platform, which means that starting with Blender 2.67, we don't support sm_13 devices anymore. It has become difficult to support that and it was already feature incomplete (no render-passes, AO, Multi Closure etc).
It's still possible to manually enable sm_13 for own tests, but building might break in the future.
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"root" path for those libs in user-config.py is useless!
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Proper implementation for only including the boost locale libs when
WITH_BF_INTERNATIONAL is enabled, so that those of us who do not need/want to
bother with translated ui's can compile. The way it was done before was wrong as
1) the value was always set to true earlier in the config scripts, 2) the base
config scripts run before user config overrides are set
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ones, nor to iconv, as it’s still uncleare whether we can get rid of it :/
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This commit adds a small and simplistic C wrapper around boost's locale library as intern/locale, and heavily simplifies/reduces Blender's own i18n code (under blenfont/ dir). And it adds back UI translation on windows' official builds (with msvc)!
Note to platform maintainers: iconv and gettext (libintl) can now be removed from precompiled libs (not gettext binaries, under windows, of course ;) ).
Note to MinGW32/64 users: boost_locale lib has not yet been uploaded for those build env, please disable WITH_INTERNATIONAL for now (hopefully will be fixed very soon, have contacted psy-fy).
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(1.47 -> 1.49)
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* Change names of libraries for mingw32 boost to 1.49
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This commit integrates support of OpenColorIO library into build systems.
It also contains C-API for OpenColorIO library which could be used by Blender.
CMake has got find rules familiar to OpenImageIO's one which makes it easier
for build system to find needed libraries and includes. Scons only could use
explicitly defined paths to libraries and includes.
C-API would be compiled and Blender would be linked against C-API and OpenColorIO
but it wouldn't affect on Blender behavior at all.
OpenColorIO could be disabled by setting up WITH_OCIO to Off in CMake and
setting WITH_BF_OCIO in Scons.
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scons. They were already disabled for scons MSVC 32bit.
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will need to checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/mingw32/
to build with MinGW past this commit.
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* Some code and comment cleanup
* Remove cmake equivalent variable comments
* Remove some non used parameters from config files and btools: WITH_BF_FMOD, BF_VERSION.
* Remove some commented non-used variables
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Reverting to openal from creative because own builds doesn't deal with 3D sound.
Hopefully it wouldn't lead to crashes caused by ffmpeg+openal (for resolving which
libraries were updated to openal-soft).
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also remove break statement, mistake on last commit.
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installed to use mingw builds
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That is, instead of '#../lib/windows/lib_name/include', we're now using BF_LIBNAME + '/include'. This makes it possible to have a single lib folder shared between several local working trees again.
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* Moved to gcc/png in the libs dir.
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OpenEXR, Game Engine and Player, enable latest features, and solve link order for gcc. So MinGW is right now fully supported as a build system for release type builds. Debug builds not tested.
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between CFLAGS/CPPFLAGS/CCFLAGS/CXXFLAGS, devs would set multiple to be on the safe side.
- defines go in CPPFLAGS
- C & C++ flags go in CCFLAGS
- CFLAGS / CXXFLAGS are C OR C++ only.
also commented intended ghost unicode/ascii usage.
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* Enabling OpenAL for scons win64-vc in default config; Nathan or Sergey: please update the build bot to build with OpenAL!
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