Ninja was unable to see the dependency between the cpp
that generated the pch and the compile units that used
it. Explicitly managing this now makes precompiled headers
work with both msvc and clang, with both msbuild and ninja
based generators.
Ninja has issues detecting the implicit dependency on the
precompiled header output for freestyle. Disabled ninja
support for now until a proper solution can be found.
This brings down the build time for freestyle with MSVC from a
minute to 10-20 seconds.
vs2019 bf_freestyle debug before: 60464 ms after: 11028 ms
vs2019 bf_freestyle release before: 56984 ms after: 20526 ms
Differential Revision: https://developer.blender.org/D2606
Reviewed By: brecht , sergey
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.
Use CMake's target_link_libraries instead of manually maintaining
library dependencies in a single list.
In practice adding new libraries often ended up being guess-work,
now each library lists the libraries it uses.
This was used for the game player executable so libraries
could optionally link to stubs.
If we need this functionality it can be done using target-properties
as described in T46725.
No functional change, this adds LIB definition and args to cmake files.
Without this it's difficult to migrate away from 'BLENDER_SORTED_LIBS'
since there are many platforms/configurations that could break when
changing linking order.
Manually add and enable WITHOUT_SORTED_LIBS to try building
without sorted libs (currently fails since all variables are empty).
This check will eventually be removed.
See T46725.
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
At least on windows we do not re-run datatoc when the .glsl files change.
To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.
I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).
We probably want to do the same for the other datatoc functions.
Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
At least on windows we do not re-run datatoc when the .glsl files change.
To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.
I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).
We probably want to do the same for the other datatoc functions.
Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
Obvious bug in recent CName cleanup commit, while BGE library
was indeed mentioned on that line it was to put Bullet libraries
after all the other libraries.
One day we should really switch to a CMake dependency graph to
take care of library dependencies.
* 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
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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