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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-09-03 14:10:33 +03:00

0028417: Using PRECOMPILED HEADER to speed up compilation time

Use of Cotire tool is introduced for acceleration of CMake builds, by usage of precompiled headers.
CMake option BUILD_USE_PCH is added to enable / disable use of precompiled headers

When precompiled headers are used, additional compiler macros are defined globally in the build system to avoid problems due to different order of included files:
- NOMINMAX is defined on Windows to prevent defining "min" and "max" as macros by windows.h
- STRSAFE_NO_DEPRECATE and _SCL_SECURE_NO_WARNINGS are defined on Windows to prevent declaring functions of standard C library as deprecated by #pragma, and other warnings in system headers
- GL_GLEXT_LEGACY and GLX_GLEXT_LEGACY are defined to ensure that only OCCT's own glext.h is used
- __STDC_FORMAT_MACROS is defined to have standard C print format macros always defined

Code is corrected to avoid conflicts with system headers and in case of compiling together as unity builds (partially):
- Some locally defined variables in TKV3d, TKHLR are renamed to be unique
- Duplicated definitions of macros and global functions are eliminated in TKSTEP
- Useless header WNT_UInt.hxx is removed
- Usage of local variables conflicting with X11 macro is avoided in Draw_Viewer.cxx
- Local variables in AIS_ConcentricRelation.cxx are renamed to avoid conflict with macros defined in windows.h
- HXX files containing code are renamed to PXX or merged with corresponding CXX files.

IVtkTools classes are corrected to avoid compiler warnings disabled in non-PCH builds by inclusion of VTK headers.

Useless pragmas disabling warnings on MSVC are removed
This commit is contained in:
abv
2017-06-29 20:17:39 +03:00
committed by bugmaster
parent a07cff6957
commit 896faa7296
91 changed files with 5213 additions and 1746 deletions

View File

@@ -197,7 +197,7 @@ namespace
NCollection_IndexedMap<Handle(Select3D_HBndBox3d)> myBoundings;
};
static const Graphic3d_Mat4d THE_IDENTITY_MAT;
static const Graphic3d_Mat4d SelectMgr_SelectableObjectSet_THE_IDENTITY_MAT;
}
//=============================================================================
@@ -360,7 +360,7 @@ void SelectMgr_SelectableObjectSet::UpdateBVH (const Handle(Graphic3d_Camera)& t
{
// construct adaptor over private fields to provide direct access for the BVH builder
BVHBuilderAdaptorPersistent anAdaptor (myObjects[BVHSubset_2dPersistent],
theCamera, theProjectionMat, THE_IDENTITY_MAT, theViewportWidth, theViewportHeight);
theCamera, theProjectionMat, SelectMgr_SelectableObjectSet_THE_IDENTITY_MAT, theViewportWidth, theViewportHeight);
// update corresponding BVH tree data structure
myBuilder[BVHSubset_2dPersistent]->Build (&anAdaptor, myBVH[BVHSubset_2dPersistent].get(), anAdaptor.Box());

View File

@@ -81,7 +81,7 @@ namespace {
}
}
static const Graphic3d_Mat4d THE_IDENTITY_MAT;
static const Graphic3d_Mat4d SelectMgr_ViewerSelector_THE_IDENTITY_MAT;
}
//==================================================
@@ -476,7 +476,7 @@ void SelectMgr_ViewerSelector::TraverseSensitives()
// define corresponding frustum builder parameters
Handle(SelectMgr_FrustumBuilder) aBuilder = new SelectMgr_FrustumBuilder();
aBuilder->SetProjectionMatrix (mySelectingVolumeMgr.ProjectionMatrix());
aBuilder->SetWorldViewMatrix (THE_IDENTITY_MAT);
aBuilder->SetWorldViewMatrix (SelectMgr_ViewerSelector_THE_IDENTITY_MAT);
aBuilder->SetWindowSize (aWidth, aHeight);
aMgr = mySelectingVolumeMgr.ScaleAndTransform (1, aTFrustum, aBuilder);
}
@@ -489,7 +489,7 @@ void SelectMgr_ViewerSelector::TraverseSensitives()
const Graphic3d_Mat4d& aProjectionMat = mySelectingVolumeMgr.ProjectionMatrix();
const Graphic3d_Mat4d& aWorldViewMat = aBVHSubset != SelectMgr_SelectableObjectSet::BVHSubset_2dPersistent
? mySelectingVolumeMgr.WorldViewMatrix()
: THE_IDENTITY_MAT;
: SelectMgr_ViewerSelector_THE_IDENTITY_MAT;
const opencascade::handle<BVH_Tree<Standard_Real, 3> >& aBVHTree = mySelectableObjects.BVH (aBVHSubset);