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.
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 :)
Doesn't mean we're 100% ready for the transition, but need to start somewhere
anyway. Changes:
- OSL is no longer supporting cpp and requires usage of Boost Wave.
So now Wave component of Boost is optionally demanded when looking for the
Boost libraries if OSL is enabled.
Only did this for Linux, MSVC seems already using Wave. Not sure about OSX.
- Because of the same reason OSL should be moved prior Boost for linker.
- Whole archive trick makes it so linking fails with duplicated symbols, so
removed it for the new OSL. Didn't see issues with this so far.
- Added some code to check OSL version on Linux. Would need to move all that
to FindOpenShadingLanguage.cmake which we can get from Cycles standalone
repository.
So in theory no affect on current stup would be made at all.
- Added some tweaks to buildbot files. It now seems to be happy with the new
OSL libraries, but again, those tweaks are not in action yet.
All this was tested on Linux only. Win/OSX might still need some tweaks to
support new OSL.
P.S. This doesn't mean we're pushing OSL update yet, just making some
preliminary tweaks to avoid entropy of PITA when we'll actually want to
switch.
They're not intended to be executed directly and seems mode change happened
by accident.
Setting -x for this files to avoid possible incidents by trying to run this
files in shell.
This is mainly to address old issue when one need to have SDL library installed
in order to use our official builds. Some hip distros already installs SDL,
but it's not quite the same across all the variety of the distros.
We also now switching to SDL-2.0, most of the distros have it in repositories
already, so it shouldn't be huge deal to install it if needed.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D878
This way we only catch exceptions which we're intended to
and if something bad happens (like missing import due to
refactor or so) we'll see them instantly.
- moved assumed location of omp lib to blender libs
- prepared libiomp5 to link out of the box with cmake
- changed according in scons
- introduced a local var C_VENDOR, cause Apple clang 3.4 may not include omp support yet
- added a linklibs for msgfmt ( may not be needed for other than OSX )
This is needed to resolve the real used compiler from the compatibility shim’S or symlinks.
Also set the real CCVERSION as scons CCVERSION would only read the default one, which
is not useful for OSX