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blender-archive/source/blender/makesrna/SConscript

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#!/usr/bin/env python
#
# ***** 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) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
Import ('env')
objs = []
o = SConscript('intern/SConscript')
objs += o
incs = [
'.',
'./intern',
'#/intern/guardedalloc',
'#/intern/atomic',
'#/intern/memutil',
env['BF_GLEW_INC'],
'#/intern/glew-mx',
'#/intern/cycles/blender',
'#/intern/smoke/extern',
'../blenfont',
'../blenkernel',
'../blenlib',
'../blentranslation',
'../bmesh',
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
'../depsgraph',
'../editors/include',
'../gpu',
'../ikplugin',
'../imbuf',
'../makesdna',
'../nodes',
'../physics',
'../render/extern/include',
'../windowmanager',
]
incs = ' '.join(incs)
defs = []
defs += env['BF_GL_DEFINITIONS']
if env['WITH_BF_SMOKE']:
defs.append('WITH_SMOKE')
if env['WITH_BF_BULLET']:
defs.append('WITH_BULLET')
incs += ' #/intern/rigidbody'
if env['WITH_BF_OIIO']:
defs.append('WITH_OPENIMAGEIO')
if env['WITH_BF_OPENEXR']:
defs.append('WITH_OPENEXR')
if env['WITH_BF_TIFF']:
defs.append('WITH_TIFF')
if env['WITH_BF_OPENJPEG']:
defs.append('WITH_OPENJPEG')
if env['WITH_BF_DDS']:
defs.append('WITH_DDS')
if env['WITH_BF_CINEON']:
defs.append('WITH_CINEON')
if env['WITH_BF_HDR']:
defs.append('WITH_HDR')
if env['WITH_BF_FRAMESERVER']:
defs.append('WITH_FRAMESERVER')
if env['WITH_BF_FFMPEG']:
defs.append('WITH_FFMPEG')
incs += ' ' + env['BF_FFMPEG_INC'] + ' #/intern/ffmpeg'
if env['WITH_BF_QUICKTIME']:
defs.append('WITH_QUICKTIME')
incs += ' ../quicktime'
# Quicktime needs audaspace defines
if env['WITH_BF_AUDASPACE']:
defs += env['BF_AUDASPACE_DEF']
incs += ' ' + env['BF_AUDASPACE_C_INC']
if env['WITH_BF_GAMEENGINE']:
defs.append('WITH_GAMEENGINE')
if env['BF_UNIT_TEST']:
defs.append('UNIT_TEST')
if env['WITH_BF_PYTHON']:
defs.append('WITH_PYTHON')
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
incs += ' ../python'
if env['WITH_BF_COLLADA']:
defs.append('WITH_COLLADA')
if env['WITH_BF_OCEANSIM']:
defs.append('WITH_OCEANSIM')
if env['WITH_BF_CYCLES']:
defs.append('WITH_CYCLES')
if env['WITH_BF_CYCLES_DEBUG']:
defs.append('WITH_CYCLES_DEBUG')
if env['WITH_BF_SDL']:
if env['WITH_BF_SDL_DYNLOAD']:
defs.append('WITH_SDL_DYNLOAD')
incs += ' #extern/sdlew/include'
defs.append('WITH_SDL')
if env['WITH_BF_OPENAL']:
defs.append('WITH_OPENAL')
if env['WITH_BF_JACK']:
defs.append('WITH_JACK')
if env['WITH_BF_FREESTYLE']:
defs.append('WITH_FREESTYLE')
incs += ' ../freestyle'
OpenSubdiv: Commit of OpenSubdiv integration into Blender This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20 16:08:06 +02:00
if env['WITH_BF_OPENSUBDIV']:
incs += ' #/intern/opensubdiv'
defs.append('WITH_OPENSUBDIV')
if env['OURPLATFORM'] == 'linux':
cflags='-pthread'
if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc', 'win64-mingw'):
incs += ' ' + env['BF_PTHREADS_INC']
if env['WITH_BF_INTERNATIONAL']:
defs.append('WITH_INTERNATIONAL')
rnalib = env.BlenderLib ( 'bf_rna', objs, Split(incs), defines=defs, libtype=['core','player'], priority = [165,20] )
Return ('rnalib')