
As discussed in https://developer.blender.org/D12034#412258, GLEW should be replaced by libepoxy to enable dynamic loading of OpenGL. Build: ```sh make lite debug ninja BUILD_CMAKE_ARGS="-DWITH_GHOST_X11=OFF -DWITH_GHOST_WAYLAND=ON -DWITH_GHOST_WAYLAND_LIBDECOR=ON -DPYTHON_VERSION=3.10" BUILD_DIR="../blender_build" ``` Verify that there are no X11 dependencies any more: ```sh lddtree ./blender_build/bin/blender ``` and: ```sh ./blender_build/bin/blender ``` should then start a pure Wayland client. This also works with GLX (`-DWITH_GHOST_X11=ON -DWITH_GHOST_WAYLAND=OFF`). This has not been tested on other systems (Windows, macOS) as I do not have access to those systems and the build bot does not allow me to trigger experimental builds any more (I get "you need to have role 'any-control'"). Reviewed By: campbellbarton, brecht, jbakker Differential Revision: https://developer.blender.org/D15291
41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
// Copyright 2020 Blender Foundation. All rights reserved.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// Author: Sergey Sharybin
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#include "internal/device/device_context_glsl_compute.h"
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#include <epoxy/gl.h>
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namespace blender {
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namespace opensubdiv {
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bool GLSLComputeDeviceContext::isSupported()
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{
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return epoxy_gl_version() >= 43 || epoxy_has_gl_extension("GL_ARB_compute_shader");
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}
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GLSLComputeDeviceContext::GLSLComputeDeviceContext()
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{
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}
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GLSLComputeDeviceContext::~GLSLComputeDeviceContext()
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{
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}
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} // namespace opensubdiv
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} // namespace blender
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