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blender/build_files/cmake/platform/platform_win32.cmake

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# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2016, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
# Libraries configuration for Windows.
add_definitions(-DWIN32)
if(NOT MSVC)
message(FATAL_ERROR "Compiler is unsupported")
endif()
Windows: Add support for building with clang. This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming Things to note: 1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it) 2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370) victor_cpu msvc:3099.51 clang:2796.43 pavillon_barcelona_cpu msvc:1872.05 clang:1827.72 koro_cpu msvc:1097.58 clang:1006.51 fishy_cat_cpu msvc:815.37 clang:722.2 classroom_cpu msvc:1705.39 clang:1575.43 bmw27_cpu msvc:552.38 clang:561.53 barbershop_interior_cpu msvc:2134.93 clang:1922.33 3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs. 4) X64 only currently, X86 builds but crashes on startup. 5) Tested with llvm/clang 6.0.0 6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration 7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc. 8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows. 9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
set(MSVC_CLANG On)
set(VC_TOOLS_DIR $ENV{VCToolsRedistDir} CACHE STRING "Location of the msvc redistributables")
set(MSVC_REDIST_DIR ${VC_TOOLS_DIR})
2019-06-19 07:24:55 +10:00
if(DEFINED MSVC_REDIST_DIR)
file(TO_CMAKE_PATH ${MSVC_REDIST_DIR} MSVC_REDIST_DIR)
else()
message("Unable to detect the Visual Studio redist directory, copying of the runtime dlls will not work, try running from the visual studio developer prompt.")
endif()
# 1) CMake has issues detecting openmp support in clang-cl so we have to provide
# the right switches here.
# 2) While the /openmp switch *should* work, it currently doesn't as for clang 9.0.0
if(WITH_OPENMP)
set(OPENMP_CUSTOM ON)
set(OPENMP_FOUND ON)
set(OpenMP_C_FLAGS "/clang:-fopenmp")
set(OpenMP_CXX_FLAGS "/clang:-fopenmp")
GET_FILENAME_COMPONENT(LLVMROOT "[HKEY_LOCAL_MACHINE\\SOFTWARE\\WOW6432Node\\LLVM\\LLVM;]" ABSOLUTE CACHE)
set(CLANG_OPENMP_DLL "${LLVMROOT}/bin/libomp.dll")
set(CLANG_OPENMP_LIB "${LLVMROOT}/lib/libomp.lib")
if(NOT EXISTS "${CLANG_OPENMP_DLL}")
message(FATAL_ERROR "Clang OpenMP library (${CLANG_OPENMP_DLL}) not found.")
endif()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} \"${CLANG_OPENMP_LIB}\"")
endif()
Windows: Add support for building with clang. This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming Things to note: 1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it) 2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370) victor_cpu msvc:3099.51 clang:2796.43 pavillon_barcelona_cpu msvc:1872.05 clang:1827.72 koro_cpu msvc:1097.58 clang:1006.51 fishy_cat_cpu msvc:815.37 clang:722.2 classroom_cpu msvc:1705.39 clang:1575.43 bmw27_cpu msvc:552.38 clang:561.53 barbershop_interior_cpu msvc:2134.93 clang:1922.33 3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs. 4) X64 only currently, X86 builds but crashes on startup. 5) Tested with llvm/clang 6.0.0 6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration 7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc. 8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows. 9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ${WINDOWS_USE_VISUAL_STUDIO_PROJECT_FOLDERS})
if(NOT WITH_PYTHON_MODULE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT blender)
endif()
macro(warn_hardcoded_paths package_name
)
if(WITH_WINDOWS_FIND_MODULES)
message(WARNING "Using HARDCODED ${package_name} locations")
endif()
endmacro()
macro(windows_find_package package_name
)
if(WITH_WINDOWS_FIND_MODULES)
find_package(${package_name})
endif()
endmacro()
macro(find_package_wrapper)
if(WITH_WINDOWS_FIND_MODULES)
find_package(${ARGV})
endif()
endmacro()
add_definitions(-DWIN32)
# Needed, otherwise system encoding causes utf-8 encoding to fail in some cases (C4819)
add_compile_options("$<$<C_COMPILER_ID:MSVC>:/utf-8>")
add_compile_options("$<$<CXX_COMPILER_ID:MSVC>:/utf-8>")
# Minimum MSVC Version
if(CMAKE_CXX_COMPILER_ID MATCHES MSVC)
if(MSVC_VERSION EQUAL 1800)
set(_min_ver "18.0.31101")
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS ${_min_ver})
message(FATAL_ERROR
"Visual Studio 2013 (Update 4, ${_min_ver}) required, "
"found (${CMAKE_CXX_COMPILER_VERSION})")
endif()
endif()
if(MSVC_VERSION EQUAL 1900)
set(_min_ver "19.0.24210")
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS ${_min_ver})
message(FATAL_ERROR
"Visual Studio 2015 (Update 3, ${_min_ver}) required, "
"found (${CMAKE_CXX_COMPILER_VERSION})")
endif()
endif()
endif()
unset(_min_ver)
# needed for some MSVC installations
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SAFESEH:NO")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} /SAFESEH:NO")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_MODULE_LINKER_FLAGS} /SAFESEH:NO")
list(APPEND PLATFORM_LINKLIBS
ws2_32 vfw32 winmm kernel32 user32 gdi32 comdlg32 Comctl32
USD: Introducing a simple USD Exporter 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
2019-12-13 10:27:40 +01:00
advapi32 shfolder shell32 ole32 oleaut32 uuid psapi Dbghelp Shlwapi
)
if(WITH_INPUT_IME)
list(APPEND PLATFORM_LINKLIBS imm32)
endif()
add_definitions(
-D_CRT_NONSTDC_NO_DEPRECATE
-D_CRT_SECURE_NO_DEPRECATE
-D_SCL_SECURE_NO_DEPRECATE
-D_CONSOLE
-D_LIB
)
# MSVC11 needs _ALLOW_KEYWORD_MACROS to build
add_definitions(-D_ALLOW_KEYWORD_MACROS)
# We want to support Windows 7 level ABI
add_definitions(-D_WIN32_WINNT=0x601)
include(build_files/cmake/platform/platform_win32_bundle_crt.cmake)
remove_cc_flag("/MDd" "/MD")
2018-06-10 08:12:13 +02:00
if(MSVC_CLANG) # Clangs version of cl doesn't support all flags
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARN_FLAGS} /nologo /J /Gd /EHsc -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference ")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference")
Windows: Add support for building with clang. This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming Things to note: 1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it) 2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370) victor_cpu msvc:3099.51 clang:2796.43 pavillon_barcelona_cpu msvc:1872.05 clang:1827.72 koro_cpu msvc:1097.58 clang:1006.51 fishy_cat_cpu msvc:815.37 clang:722.2 classroom_cpu msvc:1705.39 clang:1575.43 bmw27_cpu msvc:552.38 clang:561.53 barbershop_interior_cpu msvc:2134.93 clang:1922.33 3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs. 4) X64 only currently, X86 builds but crashes on startup. 5) Tested with llvm/clang 6.0.0 6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration 7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc. 8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows. 9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /nologo /J /Gd /MP /EHsc /bigobj")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd /MP /bigobj")
Windows: Add support for building with clang. This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming Things to note: 1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it) 2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370) victor_cpu msvc:3099.51 clang:2796.43 pavillon_barcelona_cpu msvc:1872.05 clang:1827.72 koro_cpu msvc:1097.58 clang:1006.51 fishy_cat_cpu msvc:815.37 clang:722.2 classroom_cpu msvc:1705.39 clang:1575.43 bmw27_cpu msvc:552.38 clang:561.53 barbershop_interior_cpu msvc:2134.93 clang:1922.33 3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs. 4) X64 only currently, X86 builds but crashes on startup. 5) Tested with llvm/clang 6.0.0 6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration 7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc. 8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows. 9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3304
2018-05-28 14:34:47 -06:00
endif()
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd /ZI")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MDd /ZI")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MD")
set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS_MINSIZEREL} /MD")
set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} /MD")
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /MD")
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} /MD")
# JMC is available on msvc 15.8 (1915) and up
if(MSVC_VERSION GREATER 1914 AND NOT MSVC_CLANG)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /JMC")
endif()
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO ")
set(PLATFORM_LINKFLAGS_RELEASE "/NODEFAULTLIB:libcmt.lib /NODEFAULTLIB:libcmtd.lib /NODEFAULTLIB:msvcrtd.lib")
set(PLATFORM_LINKFLAGS_DEBUG "${PLATFORM_LINKFLAGS_DEBUG} /IGNORE:4099 /NODEFAULTLIB:libcmt.lib /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:libcmtd.lib")
# Ignore meaningless for us linker warnings.
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} /ignore:4049 /ignore:4217 /ignore:4221")
set(CMAKE_STATIC_LINKER_FLAGS "${CMAKE_STATIC_LINKER_FLAGS} /ignore:4221")
if(CMAKE_CL_64)
set(PLATFORM_LINKFLAGS "/MACHINE:X64 ${PLATFORM_LINKFLAGS}")
else()
set(PLATFORM_LINKFLAGS "/MACHINE:IX86 /LARGEADDRESSAWARE ${PLATFORM_LINKFLAGS}")
endif()
if(NOT DEFINED LIBDIR)
# Setup 64bit and 64bit windows systems
if(CMAKE_CL_64)
message(STATUS "64 bit compiler detected.")
set(LIBDIR_BASE "win64")
else()
message(FATAL_ERROR "32 bit compiler detected, blender no longer provides pre-build libraries for 32 bit windows, please set the LIBDIR cmake variable to your own library folder")
endif()
# Can be 1910..1912
if(MSVC_VERSION GREATER 1919)
message(STATUS "Visual Studio 2019 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
elseif(MSVC_VERSION GREATER 1909)
message(STATUS "Visual Studio 2017 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
elseif(MSVC_VERSION EQUAL 1900)
message(STATUS "Visual Studio 2015 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc15)
endif()
else()
message(STATUS "Using pre-compiled LIBDIR: ${LIBDIR}")
endif()
if(NOT EXISTS "${LIBDIR}/")
message(FATAL_ERROR "\n\nWindows requires pre-compiled libs at: '${LIBDIR}'. Please run `make update` in the blender source folder to obtain them.")
endif()
# Mark libdir as system headers with a lower warn level, to resolve some warnings
# that we have very little control over
if(MSVC_VERSION GREATER_EQUAL 1914 AND NOT MSVC_CLANG)
add_compile_options(/experimental:external /external:templates- /external:I "${LIBDIR}" /external:W0)
endif()
# Add each of our libraries to our cmake_prefix_path so find_package() could work
file(GLOB children RELATIVE ${LIBDIR} ${LIBDIR}/*)
foreach(child ${children})
if(IS_DIRECTORY ${LIBDIR}/${child})
list(APPEND CMAKE_PREFIX_PATH ${LIBDIR}/${child})
endif()
endforeach()
set(ZLIB_INCLUDE_DIRS ${LIBDIR}/zlib/include)
set(ZLIB_LIBRARIES ${LIBDIR}/zlib/lib/libz_st.lib)
set(ZLIB_INCLUDE_DIR ${LIBDIR}/zlib/include)
set(ZLIB_LIBRARY ${LIBDIR}/zlib/lib/libz_st.lib)
set(ZLIB_DIR ${LIBDIR}/zlib)
windows_find_package(zlib) # we want to find before finding things that depend on it like png
windows_find_package(png)
if(NOT PNG_FOUND)
warn_hardcoded_paths(libpng)
set(PNG_PNG_INCLUDE_DIR ${LIBDIR}/png/include)
CMake: Refactor external dependencies handling 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
2020-01-20 18:36:19 +01:00
set(PNG_LIBRARIES ${LIBDIR}/png/lib/libpng.lib ${ZLIB_LIBRARY})
set(PNG "${LIBDIR}/png")
set(PNG_INCLUDE_DIRS "${PNG}/include")
set(PNG_LIBPATH ${PNG}/lib) # not cmake defined
endif()
set(JPEG_NAMES ${JPEG_NAMES} libjpeg)
windows_find_package(jpeg REQUIRED)
if(NOT JPEG_FOUND)
warn_hardcoded_paths(jpeg)
set(JPEG_INCLUDE_DIR ${LIBDIR}/jpeg/include)
set(JPEG_LIBRARIES ${LIBDIR}/jpeg/lib/libjpeg.lib)
endif()
set(PTHREADS_INCLUDE_DIRS ${LIBDIR}/pthreads/include)
set(PTHREADS_LIBRARIES ${LIBDIR}/pthreads/lib/pthreadVC3.lib)
set(FREETYPE ${LIBDIR}/freetype)
set(FREETYPE_INCLUDE_DIRS
${LIBDIR}/freetype/include
${LIBDIR}/freetype/include/freetype2
)
set(FREETYPE_LIBRARY ${LIBDIR}/freetype/lib/freetype2ST.lib)
windows_find_package(freetype REQUIRED)
if(WITH_FFTW3)
set(FFTW3 ${LIBDIR}/fftw3)
set(FFTW3_LIBRARIES ${FFTW3}/lib/libfftw.lib)
set(FFTW3_INCLUDE_DIRS ${FFTW3}/include)
set(FFTW3_LIBPATH ${FFTW3}/lib)
endif()
if(WITH_OPENCOLLADA)
set(OPENCOLLADA ${LIBDIR}/opencollada)
set(OPENCOLLADA_INCLUDE_DIRS
${OPENCOLLADA}/include/opencollada/COLLADAStreamWriter
${OPENCOLLADA}/include/opencollada/COLLADABaseUtils
${OPENCOLLADA}/include/opencollada/COLLADAFramework
${OPENCOLLADA}/include/opencollada/COLLADASaxFrameworkLoader
${OPENCOLLADA}/include/opencollada/GeneratedSaxParser
)
set(OPENCOLLADA_LIBRARIES
CMake: Refactor external dependencies handling 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
2020-01-20 18:36:19 +01:00
optimized ${OPENCOLLADA}/lib/opencollada/OpenCOLLADASaxFrameworkLoader.lib
optimized ${OPENCOLLADA}/lib/opencollada/OpenCOLLADAFramework.lib
optimized ${OPENCOLLADA}/lib/opencollada/OpenCOLLADABaseUtils.lib
optimized ${OPENCOLLADA}/lib/opencollada/OpenCOLLADAStreamWriter.lib
optimized ${OPENCOLLADA}/lib/opencollada/MathMLSolver.lib
optimized ${OPENCOLLADA}/lib/opencollada/GeneratedSaxParser.lib
optimized ${OPENCOLLADA}/lib/opencollada/xml.lib
optimized ${OPENCOLLADA}/lib/opencollada/buffer.lib
optimized ${OPENCOLLADA}/lib/opencollada/ftoa.lib
debug ${OPENCOLLADA}/lib/opencollada/OpenCOLLADASaxFrameworkLoader_d.lib
debug ${OPENCOLLADA}/lib/opencollada/OpenCOLLADAFramework_d.lib
debug ${OPENCOLLADA}/lib/opencollada/OpenCOLLADABaseUtils_d.lib
debug ${OPENCOLLADA}/lib/opencollada/OpenCOLLADAStreamWriter_d.lib
debug ${OPENCOLLADA}/lib/opencollada/MathMLSolver_d.lib
debug ${OPENCOLLADA}/lib/opencollada/GeneratedSaxParser_d.lib
debug ${OPENCOLLADA}/lib/opencollada/xml_d.lib
debug ${OPENCOLLADA}/lib/opencollada/buffer_d.lib
debug ${OPENCOLLADA}/lib/opencollada/ftoa_d.lib
)
list(APPEND OPENCOLLADA_LIBRARIES ${OPENCOLLADA}/lib/opencollada/UTF.lib)
set(PCRE_LIBRARIES
CMake: Refactor external dependencies handling 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
2020-01-20 18:36:19 +01:00
optimized ${OPENCOLLADA}/lib/opencollada/pcre.lib
debug ${OPENCOLLADA}/lib/opencollada/pcre_d.lib
)
endif()
if(WITH_CODEC_FFMPEG)
set(FFMPEG_INCLUDE_DIRS
${LIBDIR}/ffmpeg/include
${LIBDIR}/ffmpeg/include/msvc
)
windows_find_package(FFMPEG)
if(NOT FFMPEG_FOUND)
warn_hardcoded_paths(ffmpeg)
set(FFMPEG_LIBRARIES
${LIBDIR}/ffmpeg/lib/avcodec.lib
${LIBDIR}/ffmpeg/lib/avformat.lib
${LIBDIR}/ffmpeg/lib/avdevice.lib
${LIBDIR}/ffmpeg/lib/avutil.lib
${LIBDIR}/ffmpeg/lib/swscale.lib
)
endif()
endif()
if(WITH_IMAGE_OPENEXR)
set(OPENEXR_ROOT_DIR ${LIBDIR}/openexr)
set(OPENEXR_VERSION "2.1")
windows_find_package(OPENEXR REQUIRED)
if(NOT OPENEXR_FOUND)
warn_hardcoded_paths(OpenEXR)
set(OPENEXR ${LIBDIR}/openexr)
set(OPENEXR_INCLUDE_DIR ${OPENEXR}/include)
set(OPENEXR_INCLUDE_DIRS ${OPENEXR_INCLUDE_DIR} ${OPENEXR}/include/OpenEXR)
set(OPENEXR_LIBPATH ${OPENEXR}/lib)
set(OPENEXR_LIBRARIES
optimized ${OPENEXR_LIBPATH}/Iex_s.lib
optimized ${OPENEXR_LIBPATH}/Half_s.lib
optimized ${OPENEXR_LIBPATH}/IlmImf_s.lib
optimized ${OPENEXR_LIBPATH}/Imath_s.lib
optimized ${OPENEXR_LIBPATH}/IlmThread_s.lib
debug ${OPENEXR_LIBPATH}/Iex_s_d.lib
debug ${OPENEXR_LIBPATH}/Half_s_d.lib
debug ${OPENEXR_LIBPATH}/IlmImf_s_d.lib
debug ${OPENEXR_LIBPATH}/Imath_s_d.lib
debug ${OPENEXR_LIBPATH}/IlmThread_s_d.lib
)
endif()
endif()
if(WITH_IMAGE_TIFF)
# Try to find tiff first then complain and set static and maybe wrong paths
windows_find_package(TIFF)
if(NOT TIFF_FOUND)
warn_hardcoded_paths(libtiff)
set(TIFF_LIBRARY ${LIBDIR}/tiff/lib/libtiff.lib)
set(TIFF_INCLUDE_DIR ${LIBDIR}/tiff/include)
endif()
endif()
if(WITH_JACK)
set(JACK_INCLUDE_DIRS
${LIBDIR}/jack/include/jack
${LIBDIR}/jack/include
)
set(JACK_LIBRARIES optimized ${LIBDIR}/jack/lib/libjack.lib debug ${LIBDIR}/jack/lib/libjack_d.lib)
endif()
if(WITH_PYTHON)
set(PYTHON_VERSION 3.7) # CACHE STRING)
string(REPLACE "." "" _PYTHON_VERSION_NO_DOTS ${PYTHON_VERSION})
set(PYTHON_LIBRARY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/libs/python${_PYTHON_VERSION_NO_DOTS}.lib)
set(PYTHON_LIBRARY_DEBUG ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/libs/python${_PYTHON_VERSION_NO_DOTS}_d.lib)
set(PYTHON_INCLUDE_DIR ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/include)
set(PYTHON_NUMPY_INCLUDE_DIRS ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/lib/site-packages/numpy/core/include)
set(NUMPY_FOUND On)
unset(_PYTHON_VERSION_NO_DOTS)
# uncached vars
set(PYTHON_INCLUDE_DIRS "${PYTHON_INCLUDE_DIR}")
set(PYTHON_LIBRARIES debug "${PYTHON_LIBRARY_DEBUG}" optimized "${PYTHON_LIBRARY}" )
endif()
if(WITH_BOOST)
if(WITH_CYCLES_OSL)
set(boost_extra_libs wave)
endif()
if(WITH_INTERNATIONAL)
list(APPEND boost_extra_libs locale)
endif()
if(WITH_OPENVDB)
list(APPEND boost_extra_libs iostreams)
endif()
set(Boost_USE_STATIC_RUNTIME ON) # prefix lib
set(Boost_USE_MULTITHREADED ON) # suffix -mt
set(Boost_USE_STATIC_LIBS ON) # suffix -s
if(WITH_WINDOWS_FIND_MODULES)
find_package(Boost COMPONENTS date_time filesystem thread regex system ${boost_extra_libs})
endif()
if(NOT Boost_FOUND)
warn_hardcoded_paths(BOOST)
set(BOOST ${LIBDIR}/boost)
set(BOOST_INCLUDE_DIR ${BOOST}/include)
set(BOOST_LIBPATH ${BOOST}/lib)
if(CMAKE_CL_64)
set(BOOST_POSTFIX "vc141-mt-x64-1_70.lib")
set(BOOST_DEBUG_POSTFIX "vc141-mt-gd-x64-1_70.lib")
endif()
set(BOOST_LIBRARIES
optimized ${BOOST_LIBPATH}/libboost_date_time-${BOOST_POSTFIX}
optimized ${BOOST_LIBPATH}/libboost_filesystem-${BOOST_POSTFIX}
optimized ${BOOST_LIBPATH}/libboost_regex-${BOOST_POSTFIX}
optimized ${BOOST_LIBPATH}/libboost_system-${BOOST_POSTFIX}
optimized ${BOOST_LIBPATH}/libboost_thread-${BOOST_POSTFIX}
optimized ${BOOST_LIBPATH}/libboost_chrono-${BOOST_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_date_time-${BOOST_DEBUG_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_filesystem-${BOOST_DEBUG_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_regex-${BOOST_DEBUG_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_system-${BOOST_DEBUG_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_thread-${BOOST_DEBUG_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_chrono-${BOOST_DEBUG_POSTFIX}
)
if(WITH_CYCLES_OSL)
set(BOOST_LIBRARIES ${BOOST_LIBRARIES}
optimized ${BOOST_LIBPATH}/libboost_wave-${BOOST_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_wave-${BOOST_DEBUG_POSTFIX})
endif()
if(WITH_INTERNATIONAL)
set(BOOST_LIBRARIES ${BOOST_LIBRARIES}
optimized ${BOOST_LIBPATH}/libboost_locale-${BOOST_POSTFIX}
debug ${BOOST_LIBPATH}/libboost_locale-${BOOST_DEBUG_POSTFIX})
endif()
else() # we found boost using find_package
set(BOOST_INCLUDE_DIR ${Boost_INCLUDE_DIRS})
set(BOOST_LIBRARIES ${Boost_LIBRARIES})
set(BOOST_LIBPATH ${Boost_LIBRARY_DIRS})
endif()
set(BOOST_DEFINITIONS "-DBOOST_ALL_NO_LIB")
endif()
if(WITH_OPENIMAGEIO)
windows_find_package(OpenImageIO)
set(OPENIMAGEIO ${LIBDIR}/OpenImageIO)
set(OPENIMAGEIO_LIBPATH ${OPENIMAGEIO}/lib)
set(OPENIMAGEIO_INCLUDE_DIRS ${OPENIMAGEIO}/include)
set(OIIO_OPTIMIZED optimized ${OPENIMAGEIO_LIBPATH}/OpenImageIO.lib optimized ${OPENIMAGEIO_LIBPATH}/OpenImageIO_Util.lib)
set(OIIO_DEBUG debug ${OPENIMAGEIO_LIBPATH}/OpenImageIO_d.lib debug ${OPENIMAGEIO_LIBPATH}/OpenImageIO_Util_d.lib)
set(OPENIMAGEIO_LIBRARIES ${OIIO_OPTIMIZED} ${OIIO_DEBUG})
2018-06-10 08:12:13 +02:00
set(OPENIMAGEIO_DEFINITIONS "-DUSE_TBB=0")
set(OPENCOLORIO_DEFINITIONS "-DOCIO_STATIC_BUILD")
set(OPENIMAGEIO_IDIFF "${OPENIMAGEIO}/bin/idiff.exe")
add_definitions(-DOIIO_STATIC_BUILD)
add_definitions(-DOIIO_NO_SSE=1)
endif()
if(WITH_LLVM)
set(LLVM_ROOT_DIR ${LIBDIR}/llvm CACHE PATH "Path to the LLVM installation")
set(LLVM_INCLUDE_DIRS ${LLVM_ROOT_DIR}/$<$<CONFIG:Debug>:Debug>/include CACHE PATH "Path to the LLVM include directory")
file(GLOB LLVM_LIBRARY_OPTIMIZED ${LLVM_ROOT_DIR}/lib/*.lib)
if(EXISTS ${LLVM_ROOT_DIR}/debug/lib)
foreach(LLVM_OPTIMIZED_LIB ${LLVM_LIBRARY_OPTIMIZED})
get_filename_component(LIBNAME ${LLVM_OPTIMIZED_LIB} ABSOLUTE)
list(APPEND LLVM_LIBS optimized ${LIBNAME})
endforeach(LLVM_OPTIMIZED_LIB)
file(GLOB LLVM_LIBRARY_DEBUG ${LLVM_ROOT_DIR}/debug/lib/*.lib)
foreach(LLVM_DEBUG_LIB ${LLVM_LIBRARY_DEBUG})
get_filename_component(LIBNAME ${LLVM_DEBUG_LIB} ABSOLUTE)
list(APPEND LLVM_LIBS debug ${LIBNAME})
endforeach(LLVM_DEBUG_LIB)
set(LLVM_LIBRARY ${LLVM_LIBS})
else()
message(WARNING "LLVM debug libs not present on this system. Using release libs for debug builds.")
set(LLVM_LIBRARY ${LLVM_LIBRARY_OPTIMIZED})
endif()
endif()
if(WITH_OPENCOLORIO)
set(OPENCOLORIO ${LIBDIR}/OpenColorIO)
set(OPENCOLORIO_INCLUDE_DIRS ${OPENCOLORIO}/include)
set(OPENCOLORIO_LIBPATH ${OPENCOLORIO}/lib)
set(OPENCOLORIO_LIBRARIES
optimized ${OPENCOLORIO_LIBPATH}/OpenColorIO.lib
optimized ${OPENCOLORIO_LIBPATH}/tinyxml.lib
optimized ${OPENCOLORIO_LIBPATH}/libyaml-cpp.lib
debug ${OPENCOLORIO_LIBPATH}/OpencolorIO_d.lib
debug ${OPENCOLORIO_LIBPATH}/tinyxml_d.lib
debug ${OPENCOLORIO_LIBPATH}/libyaml-cpp_d.lib
)
set(OPENCOLORIO_DEFINITIONS)
endif()
if(WITH_OPENVDB)
set(BLOSC_LIBRARIES optimized ${LIBDIR}/blosc/lib/libblosc.lib debug ${LIBDIR}/blosc/lib/libblosc_d.lib)
set(OPENVDB ${LIBDIR}/openVDB)
set(OPENVDB_LIBPATH ${OPENVDB}/lib)
set(OPENVDB_INCLUDE_DIRS ${OPENVDB}/include)
set(OPENVDB_LIBRARIES optimized ${OPENVDB_LIBPATH}/openvdb.lib debug ${OPENVDB_LIBPATH}/openvdb_d.lib ${BLOSC_LIBRARIES})
set(OPENVDB_DEFINITIONS -DNOMINMAX)
endif()
if(WITH_OPENIMAGEDENOISE)
set(OPENIMAGEDENOISE ${LIBDIR}/OpenImageDenoise)
set(OPENIMAGEDENOISE_LIBPATH ${LIBDIR}/OpenImageDenoise/lib)
set(OPENIMAGEDENOISE_INCLUDE_DIRS ${OPENIMAGEDENOISE}/include)
set(OPENIMAGEDENOISE_LIBRARIES
optimized ${OPENIMAGEDENOISE_LIBPATH}/OpenImageDenoise.lib
optimized ${OPENIMAGEDENOISE_LIBPATH}/common.lib
optimized ${OPENIMAGEDENOISE_LIBPATH}/mkldnn.lib
debug ${OPENIMAGEDENOISE_LIBPATH}/OpenImageDenoise_d.lib
debug ${OPENIMAGEDENOISE_LIBPATH}/common_d.lib
debug ${OPENIMAGEDENOISE_LIBPATH}/mkldnn_d.lib)
set(OPENIMAGEDENOISE_DEFINITIONS)
endif()
if(WITH_ALEMBIC)
set(ALEMBIC ${LIBDIR}/alembic)
set(ALEMBIC_INCLUDE_DIR ${ALEMBIC}/include)
set(ALEMBIC_INCLUDE_DIRS ${ALEMBIC_INCLUDE_DIR})
set(ALEMBIC_LIBPATH ${ALEMBIC}/lib)
set(ALEMBIC_LIBRARIES optimized ${ALEMBIC}/lib/Alembic.lib debug ${ALEMBIC}/lib/Alembic_d.lib)
set(ALEMBIC_FOUND 1)
endif()
if(WITH_IMAGE_OPENJPEG)
set(OPENJPEG ${LIBDIR}/openjpeg)
set(OPENJPEG_INCLUDE_DIRS ${OPENJPEG}/include/openjpeg-2.3)
set(OPENJPEG_LIBRARIES ${OPENJPEG}/lib/openjp2.lib)
endif()
if(WITH_OPENSUBDIV)
set(OPENSUBDIV_INCLUDE_DIR ${LIBDIR}/opensubdiv/include)
set(OPENSUBDIV_LIBPATH ${LIBDIR}/opensubdiv/lib)
set(OPENSUBDIV_LIBRARIES
optimized ${OPENSUBDIV_LIBPATH}/osdCPU.lib
optimized ${OPENSUBDIV_LIBPATH}/osdGPU.lib
debug ${OPENSUBDIV_LIBPATH}/osdCPU_d.lib
debug ${OPENSUBDIV_LIBPATH}/osdGPU_d.lib
)
set(OPENSUBDIV_HAS_OPENMP TRUE)
set(OPENSUBDIV_HAS_TBB FALSE)
set(OPENSUBDIV_HAS_OPENCL TRUE)
set(OPENSUBDIV_HAS_CUDA FALSE)
set(OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK TRUE)
set(OPENSUBDIV_HAS_GLSL_COMPUTE TRUE)
windows_find_package(OpenSubdiv)
endif()
if(WITH_SDL)
set(SDL ${LIBDIR}/sdl)
set(SDL_INCLUDE_DIR ${SDL}/include)
set(SDL_LIBPATH ${SDL}/lib)
set(SDL_LIBRARY ${SDL_LIBPATH}/SDL2.lib)
endif()
# Audio IO
if(WITH_SYSTEM_AUDASPACE)
set(AUDASPACE_INCLUDE_DIRS ${LIBDIR}/audaspace/include/audaspace)
set(AUDASPACE_LIBRARIES ${LIBDIR}/audaspace/lib/audaspace.lib)
set(AUDASPACE_C_INCLUDE_DIRS ${LIBDIR}/audaspace/include/audaspace)
set(AUDASPACE_C_LIBRARIES ${LIBDIR}/audaspace/lib/audaspace-c.lib)
set(AUDASPACE_PY_INCLUDE_DIRS ${LIBDIR}/audaspace/include/audaspace)
set(AUDASPACE_PY_LIBRARIES ${LIBDIR}/audaspace/lib/audaspace-py.lib)
endif()
if(WITH_TBB)
set(TBB_LIBRARIES optimized ${LIBDIR}/tbb/lib/tbb.lib debug ${LIBDIR}/tbb/lib/tbb_debug.lib)
set(TBB_INCLUDE_DIR ${LIBDIR}/tbb/include)
set(TBB_INCLUDE_DIRS ${TBB_INCLUDE_DIR})
if(WITH_TBB_MALLOC_PROXY)
add_definitions(-DWITH_TBB_MALLOC)
endif()
endif()
# used in many places so include globally, like OpenGL
blender_include_dirs_sys("${PTHREADS_INCLUDE_DIRS}")
set(WINTAB_INC ${LIBDIR}/wintab/include)
if(WITH_OPENAL)
set(OPENAL ${LIBDIR}/openal)
set(OPENALDIR ${LIBDIR}/openal)
set(OPENAL_INCLUDE_DIR ${OPENAL}/include/AL)
set(OPENAL_LIBPATH ${OPENAL}/lib)
if(MSVC)
set(OPENAL_LIBRARY ${OPENAL_LIBPATH}/openal32.lib)
else()
set(OPENAL_LIBRARY ${OPENAL_LIBPATH}/wrap_oal.lib)
endif()
endif()
if(WITH_CODEC_SNDFILE)
set(LIBSNDFILE ${LIBDIR}/sndfile)
set(LIBSNDFILE_INCLUDE_DIRS ${LIBSNDFILE}/include)
set(LIBSNDFILE_LIBPATH ${LIBSNDFILE}/lib) # TODO, deprecate
set(LIBSNDFILE_LIBRARIES ${LIBSNDFILE_LIBPATH}/libsndfile-1.lib)
endif()
if(WITH_CYCLES_OSL)
set(CYCLES_OSL ${LIBDIR}/osl CACHE PATH "Path to OpenShadingLanguage installation")
find_library(OSL_LIB_EXEC NAMES oslexec PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_COMP NAMES oslcomp PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_QUERY NAMES oslquery PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_EXEC_DEBUG NAMES oslexec_d PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_COMP_DEBUG NAMES oslcomp_d PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_QUERY_DEBUG NAMES oslquery_d PATHS ${CYCLES_OSL}/lib)
list(APPEND OSL_LIBRARIES
optimized ${OSL_LIB_COMP}
optimized ${OSL_LIB_EXEC}
optimized ${OSL_LIB_QUERY}
optimized ${CYCLES_OSL}/lib/pugixml.lib
debug ${OSL_LIB_EXEC_DEBUG}
debug ${OSL_LIB_COMP_DEBUG}
debug ${OSL_LIB_QUERY_DEBUG}
debug ${CYCLES_OSL}/lib/pugixml_d.lib
)
find_path(OSL_INCLUDE_DIR OSL/oslclosure.h PATHS ${CYCLES_OSL}/include)
find_program(OSL_COMPILER NAMES oslc PATHS ${CYCLES_OSL}/bin)
if(OSL_INCLUDE_DIR AND OSL_LIBRARIES AND OSL_COMPILER)
set(OSL_FOUND TRUE)
else()
message(STATUS "OSL not found")
set(WITH_CYCLES_OSL OFF)
endif()
endif()
if(WITH_CYCLES_EMBREE)
windows_find_package(Embree)
if(NOT EMBREE_FOUND)
set(EMBREE_INCLUDE_DIRS ${LIBDIR}/embree/include)
set(EMBREE_LIBRARIES
optimized ${LIBDIR}/embree/lib/embree3.lib
optimized ${LIBDIR}/embree/lib/embree_avx2.lib
optimized ${LIBDIR}/embree/lib/embree_avx.lib
optimized ${LIBDIR}/embree/lib/embree_sse42.lib
optimized ${LIBDIR}/embree/lib/lexers.lib
optimized ${LIBDIR}/embree/lib/math.lib
optimized ${LIBDIR}/embree/lib/simd.lib
optimized ${LIBDIR}/embree/lib/sys.lib
optimized ${LIBDIR}/embree/lib/tasking.lib
debug ${LIBDIR}/embree/lib/embree3_d.lib
debug ${LIBDIR}/embree/lib/embree_avx2_d.lib
debug ${LIBDIR}/embree/lib/embree_avx_d.lib
debug ${LIBDIR}/embree/lib/embree_sse42_d.lib
debug ${LIBDIR}/embree/lib/lexers_d.lib
debug ${LIBDIR}/embree/lib/math_d.lib
debug ${LIBDIR}/embree/lib/simd_d.lib
debug ${LIBDIR}/embree/lib/sys_d.lib
debug ${LIBDIR}/embree/lib/tasking_d.lib)
endif()
endif()
USD: Introducing a simple USD Exporter 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
2019-12-13 10:27:40 +01:00
if(WITH_USD)
windows_find_package(USD)
if(NOT USD_FOUND)
set(USD_FOUND ON)
set(USD_INCLUDE_DIRS ${LIBDIR}/usd/include)
set(USD_RELEASE_LIB ${LIBDIR}/usd/lib/libusd_m.lib)
set(USD_DEBUG_LIB ${LIBDIR}/usd/lib/libusd_m_d.lib)
set(USD_LIBRARY_DIR ${LIBDIR}/usd/lib/usd)
USD: Introducing a simple USD Exporter 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
2019-12-13 10:27:40 +01:00
set(USD_LIBRARIES
debug ${USD_DEBUG_LIB}
optimized ${USD_RELEASE_LIB}
USD: Introducing a simple USD Exporter 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
2019-12-13 10:27:40 +01:00
)
endif()
endif()
2019-06-19 07:24:55 +10:00
if(WINDOWS_PYTHON_DEBUG)
# Include the system scripts in the blender_python_system_scripts project.
FILE(GLOB_RECURSE inFiles "${CMAKE_SOURCE_DIR}/release/scripts/*.*" )
ADD_CUSTOM_TARGET(blender_python_system_scripts SOURCES ${inFiles})
foreach(_source IN ITEMS ${inFiles})
get_filename_component(_source_path "${_source}" PATH)
string(REPLACE "${CMAKE_SOURCE_DIR}/release/scripts/" "" _source_path "${_source_path}")
string(REPLACE "/" "\\" _group_path "${_source_path}")
source_group("${_group_path}" FILES "${_source}")
endforeach()
# Include the user scripts from the profile folder in the blender_python_user_scripts project.
set(USER_SCRIPTS_ROOT "$ENV{appdata}/blender foundation/blender/${BLENDER_VERSION}")
file(TO_CMAKE_PATH ${USER_SCRIPTS_ROOT} USER_SCRIPTS_ROOT)
FILE(GLOB_RECURSE inFiles "${USER_SCRIPTS_ROOT}/scripts/*.*" )
ADD_CUSTOM_TARGET(blender_python_user_scripts SOURCES ${inFiles})
foreach(_source IN ITEMS ${inFiles})
get_filename_component(_source_path "${_source}" PATH)
string(REPLACE "${USER_SCRIPTS_ROOT}/scripts" "" _source_path "${_source_path}")
string(REPLACE "/" "\\" _group_path "${_source_path}")
source_group("${_group_path}" FILES "${_source}")
endforeach()
set_target_properties(blender_python_system_scripts PROPERTIES FOLDER "scripts")
set_target_properties(blender_python_user_scripts PROPERTIES FOLDER "scripts")
# Set the default debugging options for the project, only write this file once so the user
# is free to override them at their own perril.
set(USER_PROPS_FILE "${CMAKE_CURRENT_BINARY_DIR}/source/creator/blender.Cpp.user.props")
if(NOT EXISTS ${USER_PROPS_FILE})
# Layout below is messy, because otherwise the generated file will look messy.
file(WRITE ${USER_PROPS_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>
<Project DefaultTargets=\"Build\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">
<PropertyGroup>
<LocalDebuggerCommandArguments>-con --env-system-scripts \"${CMAKE_SOURCE_DIR}/release/scripts\" </LocalDebuggerCommandArguments>
</PropertyGroup>
</Project>")
endif()
endif()