Having USD disabled by default was an oversight, and could have been
corrected earlier. It's already enabled by default in the
`blender_release.cmake` and `blender_full.cmake`.
This diff add supports for crash logs on windows for
release builds. This can be toggled on/off with the
`WITH_WINDOWS_PDB` cmake option. by default it is on.
Things to take into consideration:
Release builds are hightly optimized and the resulting
backtraces can be wrong/misleading, take the backtrace
as a general area where the problem resides rather than
an exact location.
By default we ship a minimized symbol file that can only
resolve the function names. This was chosen to strike
a balance between growth in size of the download vs
functionality gained. If more detailed information is
required such as source file + line number information
a full pdb can be shipped by setting `WITH_WINDOWS_STRIPPED_PDB`
to off.
Differential Revision: https://developer.blender.org/D7520
Reviewed by: brecht
This diff add supports for crash logs on windows for
release builds. This can be toggled on/off with the
`WITH_WINDOWS_PDB` cmake option. by default it is on.
Things to take into consideration:
Release builds are hightly optimized and the resulting
backtraces can be wrong/misleading, take the backtrace
as a general area where the problem resides rather than
an exact location.
By default we ship a minimized symbol file that can only
resolve the function names. This was chosen to strike
a balance between growth in size of the download vs
functionality gained. If more detailed information is
required such as source file + line number information
a full pdb can be shipped by setting `WITH_WINDOWS_STRIPPED_PDB`
to off.
The Release in the title of this diff refers to the
release build type, not the official blender releases.
Initially this will only be enabled for nightly build
bot versions of blender, official releases as of now
will not ship with symbols.
Differential Revision: https://developer.blender.org/D7520
Reviewed by: brecht
Usable with the CMake option 'WITH_GHOST_WAYLAND'
The following functionality is working:
- Building with X11 and Wayland at the same time,
wayland is used when available.
- Keyboard, pointer handling.
- Cursor handling.
- Dedicated off-screen windows.
- Drag & drop.
- Copy & paste.
- Pointer grabbing.
See D6567 for further details.
CentOS on the buildbot still runs Python 3.6, which is also used for the
unit tests. This means that the tests can't use language features that
are available to Blender itself. And testing with a different version of
Python than will be used by the actual code seems like a bad idea to me.
This commit adds `TEST_PYTHON_EXECUTABLE` as advanced CMake option. This
will allow us to set a specific Python executable when we need it. When
not set, a platform-specific default will be used:
- On Windows, the `python….exe` from the installation directory. This is
just like before this patch, except that this patch adds the
overridability.
- On macOS/Linux, the `${PYTHON_EXECUTABLE}` as found by CMake.
Every platform should now have a value (configured by the user or
detected by CMake) for `TEST_PYTHON_EXE`, so there is no need to allow
running without. This also removes the need to have some Python files
marked as executable.
If `TEST_PYTHON_EXE` is not user-configured, and thus the above default
is used, a status message is logged by CMake. I've seen this a lot in
other projects, and I like that it shows which values are auto-detected.
However, it's not common in Blender, so if we want we can either remove
it now, or remove it after the buildbot has been set up correctly.
Differential Revision: https://developer.blender.org/D7395
Reviewed by: campbellbarton, mont29, sergey
sccache [1] is one of the few ccache like solutions that will
work on windows.
sccache support can be enabled with the `WITH_WINDOWS_SCCACHE`
cmake option however it will only will work with ninja as the
build system, msbuild is not supported currently.
Advanced option, developes are expected to obtain and configure
sccache on their own.
```
Full build no cache 1428.90s (100.00%)
Full build cached 434.34s ( 30.40%)
```
[1] https://github.com/mozilla/sccache
Reviewed By: nicholas_rishel, Brecht
Differential Revision: https://developer.blender.org/D7466
This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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
Adding USD to a lite build fails to build due to boost errors, when you turn
boost on and rebuild still boost errors, boost was silently turned off since
it was not deemed needed. Once boost was forced on, it still fails due to TBB
being off.
This patch fixes:
- The Silent disabling of boost
- Add a check that USD is is not on before doing that
- move the TBB checks to a central location rather than the individual platform files
- Add USD to the TBB checks.
Differential Revision: https://developer.blender.org/D6479
Reviewers: brecht, sybren
This is a step towards Wayland and headless rendering support, using EGL
instead of GLX. The EGL backend is not enabled by default, it can be tested
using WITH_GL_EGL=ON.
Differential Revision: https://developer.blender.org/D6585
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
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
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
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
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
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.
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
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
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
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.
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
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.
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
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
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.
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.
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.
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
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
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.
Prefer legacy OpenGL library, for the compatibility and portability
reasons.
Also use proper OpenGL libraries to be linked against, so we can
change preference to GLVND.
This commit makes it so that subsurf/multires modifiers will respect
the WITH_OPENSUBDIV option. The WITH_OPENSUBDIV_MODIFIER option is
now gone.
For artists it mean that subsurf modifier will behave same as it is
planned for 2.80. Multires will now support sculpting, but it has some
known limitations. Those will be worked on before the final release.
If OpenSubdiv is disabled, no subsurf/multires functionality will
present.
For the details see:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling#Subsurf.2FMultires
Note that this is turned off by default and must be enabled at build time with the CMake WITH_CYCLES_EMBREE flag.
Embree must be built as a static library with ray masking turned on, the `make deps` scripts have been updated accordingly.
There, Embree is off by default too and must be enabled with the WITH_EMBREE flag.
Using Embree allows for much faster rendering of deformation motion blur while reducing the memory footprint.
TODO: GPU implementation, deduplication of data, leveraging more of Embrees features (e.g. tessellation cache).
Differential Revision: https://developer.blender.org/D3682
The option WITH_C11 is gone, and C++ is defaulting to C++11 now,
so guess it's fine to assume we need C11 now.
This is technically what we use anyway, with all the re-definitions
of structs (like when we typedef anonymous struct in a header file
first, and them define it to a proper structure in implementation
file).
* WITH_SYSTEM_OPENJPEG is removed and is now always on, this was already
the case for macOS and Windows.
* This should not break existing Linx builds. If there is no new enough
OpenJPEG installed, CMake will no find libopenjp2 and WITH_IMAGE_OPENJPEG
will be disabled.
* install_deps.sh was updated with new package names, since distributions
put this version in a new package.
Differential Revision: https://developer.blender.org/D3663