Adding a new platform/architecture to Blender is not a common, well documented task.
This presentation covers the route taken to enabling native builds of Blender on a new platform, based on the experience of porting Blender to Windows on Arm, and the various roadblocks and issues that arose as part of the development process - these range from enabling the building of dependencies, through to the unique OpenGL implementation on Windows on Arm devices, and more.
Told from the perspective of someone who knew nothing about Blender when they started.
(For more information, and a written account, you can visit: https://www.linaro.org/blog/blender-now…)
I started my career at Arm, working on internal performance figures for Windows on Arm just after it had been announced.
After completing my masters, I joined the team at Arm bringing up new prototype iterations of silicon, working on the firmware. This was followed by working on the Mali GPU drivers for Android.
I then took a role at Linaro on the Windows on Arm team, where we work to enab…
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