Always load "Base" component in find_package
A big part of the VTK-m find_package configuration is a set of
components that load different parts of VTK-m's configuration. If you
load none of the components, you do not actually get enough to compile
any part of VTK-m, which is confusing. To get around this, always load
the "Base" component.
See merge request !541
Make the GLFW package variables advanced, and add it to the configure components.
Modify the other examples that use GLUT to use the configure components command.
The clang compiler was running into linker errors constructors of
classes with virtual methods that were inline and destructors that were
not declared at all. In this case, the compiler was not creating
everything needed by a virtual table and the link died.
The target_compile_options expects the arguments to be in a CMake list.
However, the variables used to hold CMake lists are space separated to
be just put in a command line. Thus, call separate_arguments on the
string before using it.
One of the dashboards is complaining about the destructor implementation
not being used in a particular test build. I suspect it is because the
export macro has an inline, so I am trying removing it.
We moved to using the more modern signature of target_link_libraries,
but on some platforms this causes a configuration error. The issue is
that cuda_add_library internally uses target_link_libraries with the old
signature, and CMake does not allow us to use both signatures on the
same target.
Currently, the only library created is for the rendering package. If
VTKm_BUILD_RENDERING is off, then no libraries are created. If no
libraries are created, then there is nothing that declares a VTKmTargets
export. If there is nothing that creates a VTKmTargets export, the
export command fails.
Aaarg!!!! I can't even find a way to query whether an export is valid
(in the same way you can query whether a target exists). I added a
global variable that recorded whether vtkm_library added a library
(where things are added to the VTKmTargets export). The export command
is called if any libraries were created, a stub is created and installed
otherwise.
I noticed that Visual Studio was taking an insane amount of time to
compile BitmapFontFactory.cxx (~20 minutes). Following some suggestions
on stackoverflow (http://stackoverflow.com/questions/7893850/long-
compile-times-in-visual-c-2010-with-large-static-arrays) I changed the
arrays to be static const (something that is more viable when compiling
a library instead of header-only). The compile after this changes seems
basically immediate now.
Also made the TextAnnotation classes conform better to VTK-m coding
style. Specifically, changed the order of words in subclass names (e.g.
TextAnnotationBillboard instead of BillboardTextAnnotation) and broke
out each subclass into its own header/source files.
A recent change to the rendering library has a source code in the
internal subdirectory references from the rendering directory. This
makes sense as we want all the components (whether externally visible or
not) to be in the same library. However this broke the SourceInBuild
tests as the source code was technically not referenced from the
CMakeLists.txt in the same directory.
Anticipating that this could be a common occurance, I modified the test
to also check the CMakeLists.txt in the parent directory.
When things in the rendering library need to execute things in parallel
(outside of another rendering library like OpenGL) it should run it on
available parallel devices. This means using TryExecute to attempt on
whatever devices may be available. It also means that some of the
sources must be compiled with CUDA's nvcc. To enable this, made a code
wrapping mechanism to compile within a .cu file.
This is using the C++11 override keyword to make the compiler check to
ensure that we are correctly overriding virtual methods when we mean to.
Currently this will not compile without C++11. However, we are planning
on moving to C++11 very soon, and we can fix the macro if we don't.
I have noticed at least on my windows machine that source code that uses
the rendering package is taking a long time to compile. The rendering
library does not rely much on templates and more on virtual methods.
Thus, it is a good candidate for moving to a library so that it need be
compiled only once.
This sets up the configure scripts to create the library. There is also
a simple port of one class to the library. More will follow.
Configure OSMesa before OpenGL
The configuration for OpenGL can change depending on whether OSMesa is
used, so make sure OSMesa is always configured first so that the
"correct" OpenGL is used.
See merge request !540
Fix precision warnings when FloatDefault is 64 bit
When VTKm_USE_DOUBLE_PRECISION is on (not the default), then
vtkm::FloatDefault is set to 64 bit values. There was some code that was
coded for 32 bit and never checked for 64 bit (on all compilers).
See merge request !526
A big part of the VTK-m find_package configuration is a set of
components that load different parts of VTK-m's configuration. If you
load none of the components, you do not actually get enough to compile
any part of VTK-m, which is confusing. To get around this, always load
the "Base" component.
Often times packages are loaded multiple times simply to resolve
dependencies. This can mean the same status is given multiple times
(particularly when a component does not load). This change reduces that
a bit by making sure the messages from the VTK-m configuration only
happen once.
The configuration for OpenGL can change depending on whether OSMesa is
used, so make sure OSMesa is always configured first so that the
"correct" OpenGL is used.
1881d375 Explicitly error out if vtk-m is used with a non c++11 compiler.
Acked-by: Kitware Robot <kwrobot@kitware.com>
Acked-by: Kenneth Moreland <kmorel@sandia.gov>
Merge-request: !532