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
Building the CUDA kernels takes quite a bit of memory, and when building all of
them the combined usage can be too much on some systems (especially VMs).
Therefore, this patch adds an option to force the build system to build them
sequentially by making each build step depend on the previous kernel.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3623
For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
This is in preparation of upgrading our library dependencies, some of which
need C++11. We already use C++11 in blender2.8 and for Windows and macOS, so
this just affects Linux.
On many distributions this will not require any changes, on some
install_deps.sh will need to be run again to rebuild libraries.
Differential Revision: https://developer.blender.org/D3568
Previously CMake was raising a fatal error, which wasn't too helpful.
There is still some fatal messages about Audaspace and Game Engine,
but the latter one is on it's EOL and is removed in Blender 2.8.
Assert from BLI_assert by default in debug builds
(instead of just printing a warning).
Some developers ignored this, causing errors for others.
Better debug builds cause hard error so code isn't ignored.
Disabling is still useful when bisecting or testing outdated code.
Silences the following strict flags from external libraries:
- -Wclass-memaccess
- -Wswitch
- -Wtype-limits
- -Wint-in-bool-context
Needed to tweak macro a bit, since the old logic was wrong:
we can not use CXX flags for C compiler, need way more strict
separation between what goes where.
this is to highlight areas in the code that still directly do opengl calls or use
opengl types.
This is in preparation for supporting alternative rendering back-ends.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D3304
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine