This reverts #110582 - the workaround is no longer needed, as MS have updated
the version of mesa they ship as part of their compatibility pack, which contains
a workaround on that side instead.
This means that the supported version of OpenGL based on the host GPU is now
correct, bar `GL_ARB_texture_view`.
`GL_ARB_texture_view` is faked for ARM64 devices, as the part that is not
implemented (channel casting) is not used in blender.
This means that ARM64 devices (at least) now report compatibility up to OpenGL
4.6 in the system info export.
See: 698344b93c
Pull Request: https://projects.blender.org/blender/blender/pulls/116052
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
This effectively reverts [0] which required the installed Blender
along with the `bpy` module to load for the install target to generate
the man-page. It turns out running a full Blender at install time can be
quite involved.
Now the man-page generator runs `blender --help` & `blender --version`,
converting the output into a man-page from a Python script.
Some minor changes have also been made:
- Use PYTHON_EXECUTABLE so the systems Python
(which may not be compatible) isn't used.
- Remove leading blender version from the description
which was unintentionally being included.
[0]: 61d99d450e
Avoid awkward kludges with IMB_init/exit & IMB_ffmpeg_init calls.
The animation player was responsible for calling IMB_exit, not IMB_init,
this complicated drag & drop which needed to re-internalize IMB before
returning.
Delay initializing IMB since none of the other argument handlers
depend on it, make wm_main_playanim_intern responsible for calling
both initialization & exit calls for IMB.
Also expand code comments for ARG_PASS_SETTINGS.
- Add OARS info, <url/> tags and screenshot captions
- Change metainfo file extension from the deprecated ".appdata.xml" to.
- Update bugtracker and help URL tags in metainfo file.
- The metainfo file is now installed.
- The file now passes flatpak validation.
Ref !114115
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
This commit makes using (most of) `BKE_report` API safe in
multi-threaded situation.
This is achieved by adding a `std::mutex` lock to the `ReportList`
struct (in a slightly convoluted way unfortunately, due to this being a
DNA struct). This lock is then used to make most operations on
`Reportlist` data thread-safe.
Note that while working on this, a few other minor issues aroze in
existing usages of Reportlist by the WM code, mainly the fact that
`wm_init_reports` and `wm_free_reports` were both useless:
- init was called in a context where there is not yet any WM, so it
was doing nothing.
- free was called on a WM that would be later freed (as part of Main
freeing), which would also call cleanup code for its `reports` data.
Both have been removed.
Further more, `wm_add_default` (which is the only place where a WM ID is
created) did not initialize properly it reports data, this has been
fixed.
This change is related to the wmJob thread-safety tasks and PRs (#112537,
!113548).
Pull Request: https://projects.blender.org/blender/blender/pulls/113561
This PR enables vulkan backend as experimental option.
It will only be available in alpha builds on Linux and Windows.
This option is highly experimental and enabled to get some insight
on supported platforms. Don't expect a fully working Blender
yet. Also don't expect it to have usable performance.
**What is known to not work?**
* OCIO textures are not supported on Intel and AMD GPUs. sRGB/Standard is supported
on those platforms.
* AMD Polaris based GPUs on Linux will generate a crash when drawing the 3d cursor as it
doesn't support the needed vertex format. Comment out `DRW_draw_cursor` in `DRW_draw_region_info`.
* The colors in the node editor and sequencer are of as sRGB viewports aren't detected correctly.
* The image / UV editor isn't working as many texture formats haven't been tested yet. Some
tweaks are also needed to do correct depth testing.
* 3D Viewport is known to be flickering. Sometimes workbench doesn't display anything.
* 3D Viewport wireframe will crash as it uses a framebuffer with gaps between color attachments,
which isn't supported yet. (#113141)
* Rotate the view widget is partially drawn due to incompatible depth clipping.
* GPU Selection isn't working. It is expected to be solved when Overlay-Next will become the
default engine. For now disable GPU depth picking in the preferences.
* Cycles/EEVEE are known to not work with Vulkan yet. Cycles requires Vulkan Pixel Buffer.
Cuda <-> Vulkan interop might require a different approach than OpenGL as Vulkan doesn't allow
importing memory from a Cuda context. EEVEE uses features that aren't available yet in the backend
* Workbench is working, except Workbench shadows.
* EEVEE-Next basics are working. Shadows, lights are known to be not working. Materials/Shading
works in simple scenes. Changes are expected in EEVEE-Next that will break Vulkan compatibility
in the near future.
* Systems with multiple GPUs is not expected to work.
* Wayland support is in development and requires some iterations. You can start Blender, but
the protocols are not aligned yet.
* OpenXR hasn't been modified and is expected to fail.
* The backend is very strict when mis-using the GPU module. In debug builds it may crash
on asserts.
* Older drivers/GPUs might not have all the features that we require. The workarounds
for the missing features still need to be implemented.
**A word about performance**
In the project planning we focus first on stability and platform support. The performance of Vulkan is
around 20% of what we want to achieve. The reason is that each command sent to the
GPU is done one at a time. The implementation even waits until we have feedback that the GPU
is idle again.
Geometry is currently stored in System RAM. The GPU will read and cache the data when
accessing geometry. This slows down when using objects with much geometry.
Some performance features like MDI (Multi-Draw-Indirect) hasn't been implemented and
falls back to Single Draw Indirect.
**Why enable it is an experimental option?**
* Ensures that new features are being tested with Vulkan
* Ensure that building with Vulkan is possible on supported platforms
* Get feedback from developers if Vulkan can run on their system or that
there are special cases that we are not aware of. Main development
environment has been Linux/X11 with occasionally testing using Windows.
* Validate Add-ons that use the `gpu` module.
* Possible to enable GLSL validation on the buildbot. (Needs more work).
* Does it compile on all machines or does it require more changes to cmake
config. We expect it to be able to compile without installing the Vulkan SDK.
The Vulkan SDK is a very powerful tool, but only when actually doing GPU
development. Otherwise it is an overhead which slows down other
activities.
**How can the backend be enabled?**
Currently the Vulkan backend can be enabled per Blender session by starting
using the command line argument `--gpu-backend vulkan`. In the future, when
the backend is more mature, we will add a user preference to switch between
OpenGL and Vulkan.
Pull Request: https://projects.blender.org/blender/blender/pulls/113057
Enable tests for EEVEE Next.
As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.
Notes:
- `get_gpu_device_type` always fails with error:
> GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
only make sense for Cycles, and many EEVEE Next features that are
not actually tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/112161
Blender has the option to disable SSBO support. This was accessible
as a command line option `--debug-gpu-disable-ssbo`.
Blender 4.0 has a hard requirement for OpenGL 4.3 which includes
SSBO support by default.
This PR removes the command line option as it makes no sense to
have it anymore.
Related to #112224
Pull Request: https://projects.blender.org/blender/blender/pulls/112571
Loading add-ons after key-maps resolves a problem where add-ons would
setup shortcuts before Blender had created the key-maps.
Making add-ons have to declare the key-maps using region & window types
matching Blender's internal values.
This PR a pitfall pointed out in #110030.
Ref !110092
This renames the WITH_WINDOWS_PDB and WITH_WINDOWS_STRIPPED_PDB cmake
options to WITH_WINDOWS_RELEASE_PDB WITH_WINDOWS_RELEASE_STRIPPED_PDB
The Stripped PDB isn't cost free to generate, and is only needed for
builds that are distributed to end users. There is no benefit in making
one for a debug build as the debugger locally will prefer to use the
bigger un-stripped PDB anyhow.
This also stops the copy/install of the PDB for anything but a release
build, this file is about 1.6G for a debug build, and there is really
no need to do this for local development, as the debugger will find/use
the PDB from its original location.
This brings down the time needed for an incremental link on a debug
build by about 30% (10->7 seconds on my local system)
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
This logic has not been working since 2014 [0] although it was briefly
fixed (by accident) when TARGETDIR_VER was made an absolute directory
[1] (since reverted as that caused problems with CPACK/WIN32).
"file(REMOVE_RECURSE ${TARGETDIR_VER})" would attempt to remove:
- "${CMAKE_BINARY_DIR}/${TARGETDIR_VER}" instead of
- "${CMAKE_INSTALL_PREFIX}/${TARGETDIR_VER}".
While this could be re-enabled by correcting the path,
it slows down the install target by copying files every "install".
This could be made to detect changes and only cleaning files in this
case however this ends up being fairly involved, see: PR !111084.
As stale files haven't been causing problems as far as I'm aware,
remove this code.
[0]: e43c5fa005
[1]: d605cc7574
Use the installed executable location instead of the build location,
this would work in situations when the build location had relevant
files accessible but this is often not the case.
Use the variable instead of "." for the install destination.
While they're equivalent, it's not discoverable where the value
for "." is set.
It also results in paths containing "/./", while valid isn't so nice
if the paths are copied from the terminal for use elsewhere.
This is done by forcing the Mesa D3D12 driver (which both use to render
Blender) to report that it is OpenGL 4.3 compatible.
It mostly is, other than a few texture extensions that are not yet
implemented. Blender (currently) does not use those.
There is a discussion pending with the viewport/evee team on those
extentions
Pull Request: https://projects.blender.org/blender/blender/pulls/110582