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
The following 4 steps to adding a new image format to blender, its probably easiest to look at the png code for a clean clear example, animation formats are a bit more complicated but very similar: Step 1: create a new file named after the format for example lets say we were creating an openexr read/writer use openexr.c It should contain functions to match the following prototypes: struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags); /* Use one of the following depending on what's easier for your file format */ short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags); short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags); /* Used to test if its the correct format int IMB_is_openexr(void *buf); Step 2: Add your hooks to read and write the image format these go in writeimage.c and readimage.c just look at how the others are done Step 3: Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h Add in R_openexr to source/blender/makesdna/DNA_scene_types.h Step 4: Add your hooks to the gui. source/blender/src/buttons_scene.c source/blender/src/toets.c source/blender/src/writeimage.c Step 5: edit the following files: blender/source/blender/imbuf/intern/util.c blender/source/blender/src/filesel.c blender/source/blender/src/screendump.c and add your extension so that your format gets recognized in the thumbnails. Step 6: Alter the build process: For cmake you need to edit blender/source/blender/imbuf/CMakeLists.txt and add in your additional files to source_files. If you have any external library info you will also need to add that to the various build processes. Step 7: Its also good to add your image format to: makepicstring in blender/source/blender/blenkernel/intern/image.c