With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
Currently whenever gl queries are performed for the viewport, a large
1024 byte array is allocated to store the query results (256 of them).
Unfortunately, if any gizmo using a `draw_select` callback is active
(e.g. the transform gizmos), these queries (and allocations) will occur
during every mouse move event.
Change the vector to allow for up to 16 query results before making an
allocation. This provides enough space for every built-in gizmo except
Scale Cage (which needs 27 queries). It also removes unnecessary
allocations from two other related vectors used during query processing.
Differential Revision: https://developer.blender.org/D13784
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
This is part of the Vulkan task T68990.
This introduce a new GLQueryPool for managing queries in an
implementation agnostic manner.
This modify the GPU selection query to use this new object.
This also make use of blender::Vector for better code quality.
No real functionnal change.