* validator: detect duplicate filament subtype per printer (opt-in)
A filament is matched from the AMS by (filament_id + printer compatibility);
if two compatible filament presets for one printer share a filament_id, the
match is ambiguous and the runtime silently picks whichever loads first.
Add PresetBundle::check_duplicate_filament_subtypes(), gated behind a new
has_errors(check_duplicate_filament_subtypes) parameter and the validator's
-f/--check_filament_subtypes flag (off by default). For each system printer it
groups its vendor's compatible filament presets by filament_id and errors on
any group of 2+, reporting each preset as a clickable file:// URI with a single
"how to fix" hint. CI runs it for BBL only (-v BBL -f) until the other vendors'
profiles are cleaned up.
* profiles: fix ambiguous BBL filament matches
Resolve the duplicate-filament-subtype errors flagged by the validator:
- align compatible_printers with Bambu Studio where Orca over-claimed a nozzle
that already has a dedicated preset (Bambu PLA Basic/Matte/ABS @BBL H2DP;
Bambu ASA/PETG HF @BBL H2DP 0.6 nozzle; Fiberon PETG-ESD @BBL X1)
- fix a copy-pasted printer name in Overture Matte PLA @BBL A1M 0.2 nozzle
- fix a wrong inherits in Panchroma PLA Silk @BBL X1C 0.2 nozzle (was inheriting
Panchroma PLA @base, giving it filament_id GFPM001 instead of GFPM004)
Bump BBL profile version.
* Potential fix for pull request finding
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
---------
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* feat: native Windows ARM64 build support
Builds on the merged DEPS_ARCH=arm64 plumbing (#13424) by adding the
dependency and source fixes needed for a green native ARM64 build on the
windows-11-arm runner. Validated end-to-end on Snapdragon X Elite hardware
(via a downstream fork using the same fixes); see OrcaSlicer/OrcaSlicer#8271
for the full writeup.
Dependencies:
- OpenEXR 2.5.5: ImfSimd.h hard-codes IMF_HAVE_SSE2 for any MSVC, pulling in
<emmintrin.h> (x86-only) -> C1189. Patch the header to require an x86 target
and force SSE cache vars off on ARM64.
- Boost.Context: use the winfib implementation on ARM64 (Windows Fiber API)
to avoid the armasm64 / CMake ASM_ARMASM linker-module bug, while keeping
the Boost::context target Boost.Asio needs.
- OpenCV: disable WITH_IPP on ARM64 (Intel IPP/IPP-ICV is x86/x64 only;
otherwise ~200 unresolved ippicv* externals at link).
- OpenSSL: use VC-WIN64-ARM on ARM64.
- FindGLEW: add an ARM64 arch branch.
Sources:
- clipper Int128.hpp: _mul128 is an x64-only intrinsic guarded by _WIN64
(true on ARM64); guard on _M_X64 and use the portable path.
- imgui imgui_widgets.cpp: fix va_start(vaList, &text) -> va_start(vaList, text)
(the &-form compiled on x64 but is invalid on ARM64).
- crash reporter: StackWalker.cpp gains an _M_ARM64 branch; BaseException.cpp
uses Cpsr instead of the x86-only EFlags on ARM64.
CI:
- New build_windows_arm64.yml on windows-11-arm: pins CMake 3.31.x, stages
ARM64 GMP/MPFR from MSYS2 clangarm64 (with llvm-dlltool import libs),
caches deps with a fixed-depth hashFiles key, builds and uploads the binary.
OCCT/STEP, SVG-to-3D and text emboss all build and work on ARM64 (no stubs
needed). Full feature parity with x64.
* fix(ci): use forward-slash DESTDIR to avoid CMake '\a' escape error
deps configure failed at GMP/GMP.cmake: "Invalid character escape '\a'"
because DESTDIR carried Windows backslashes (C:\a\...) and is re-parsed
when re-set with the /usr/local suffix. Pass DESTDIR (and the slicer's
DEPS prefix) with forward slashes via %CD:\=/%.
* fix(ci): don't export DESTDIR env var (CMake staged-install doubles paths)
Setting a DESTDIR *environment* variable made CMake treat it as the staged
install prefix and prepend it to every dependency's install path, so e.g.
FreeType installed to <DESTDIR>/a/.../OrcaSlicer_dep/usr/local and OCCT
then couldn't find its headers. Compute the forward-slash path into a
differently-named var (ORCA_DESTDIR) and pass it only via -DDESTDIR.
* ci(windows-arm64): fold ARM64 build into the standard Windows matrix
Replace the standalone build_windows_arm64.yml with a matrix entry on the
existing build_windows job, so x64 and ARM64 share one reusable workflow
chain (build_all -> build_check_cache -> build_deps -> build_orca), per
review feedback on #14059.
- build_all.yml: build_windows now matrices over {x64: windows-latest,
arm64: windows-11-arm} and threads `arch` through. Self-hosted runner
stays x64-only.
- build_check_cache.yml: cache key and dep-prefix path are now
architecture-specific on Windows (deps/build-arm64/OrcaSlicer_dep).
- build_release_vs.bat: accept an `arm64` argument (mirrors
build_release_vs2022.bat) -> uses `-A ARM64` and the build-arm64 tree.
The top-level CMake auto-derives CMAKE_PREFIX_PATH from the build dir,
so no explicit prefix is needed.
- build_deps.yml / build_orca.yml: gate the ARM64-only prep behind
`inputs.arch == 'arm64'` -- pin CMake 3.31.x, and stage MSYS2
clangarm64 GMP/MPFR import libs. NSIS installer/PDB/profile_validator
remain x64-only; ARM64 ships the portable zip. Artifact names get an
arch suffix to avoid collisions between the two Windows jobs.
https://claude.ai/code/session_0164c7ZhCLsYBmCiVN9pWDjK
* ci(temp): generate GMP/MPFR win-arm64 blobs to commit to repo
* feat(deps): add prebuilt GMP/MPFR win-arm64 blobs
The repo ships prebuilt GMP/MPFR import libs + DLLs for win-x64 and
win-x86; the Windows ARM64 build path copies from win-${DEPS_ARCH}
(CMakeLists.txt) but the win-arm64 blobs were missing, so the slicer
configure failed at "file COPY cannot find .../win-arm64/libgmp-10.dll".
Add win-arm64 libgmp-10.{dll,lib} and libmpfr-4.{dll,lib}, generated from
the MSYS2 clangarm64 gmp/mpfr packages with MSVC-compatible import libs via
llvm-dlltool. Headers are shared across arches and unchanged.
* simplify OpenEXR.cmake
* set default arch
* support msix
* ship installer
* try to fix webview2runtime issue
---------
Co-authored-by: Adam Behrman <adam.behrman@gmail.com>
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: Adam Behrman <abehrman@users.noreply.github.com>
* Add OrcaCloud sync platform and preset bundle sharing system
Introduce OrcaCloud, a cloud sync platform for user presets, alongside
a preset bundle system that enables sharing printer/filament/process
profiles as local exportable bundles or subscribed cloud bundles.
OrcaCloud platform:
- Auth to Orca Cloud
- Encrypted token storage (file-based or system keychain)
- User preset sync with
- Profile migration from default/bambu folders on first login
- Homepage integration with entrance to cloud.orcaslicer.com
Preset bundles:
- Local bundle import/export with bundle_structure.json metadata
- Subscribed cloud bundles with version-based update checking
- Thread-safe concurrent bundle access with read-write mutex
- Canonical bundle preset naming (_local/<id>/... and _subscribed/<id>/...)
- Bundle presets are read-only; grouped under subheaders in combo boxes
- PresetBundleDialog with auto-sync toggle, refresh, update notifications
- Hyperlinked bundle names to cloud bundle pages
Co-authored-by: Sabriel Koh <sabrielkcr@gmail.com>
Co-authored-by: Derrick <derrick992110@gmail.com>
Co-authored-by: Mykola Nahirnyi <mnahirnyi@amcbridge.com>
Co-authored-by: Ian Chua <iancrb00@gmail.com>
Co-authored-by: Draginraptor <draginraptor@gmail.com>
Co-authored-by: ExPikaPaka <112851715+ExPikaPaka@users.noreply.github.com>
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
Co-authored-by: Ocraftyone <Ocraftyone@users.noreply.github.com>
Co-authored-by: yw4z <ywsyildiz@gmail.com>
Co-authored-by: peterm-m <101202951+peterm-m@users.noreply.github.com>
* Fixed an issue on Windows it failed to login Orca Cloud with Google account
* Add runtime display backend detection for Wayland support
Add LinuxDisplayBackend utility to detect X11 vs Wayland at runtime
using GDK_IS_X11_DISPLAY / GDK_IS_WAYLAND_DISPLAY macros. This is
the foundation for removing the forced GDK_BACKEND=x11 and enabling
native Wayland support.
- New files: LinuxDisplayBackend.hpp/.cpp with get_linux_display_backend(),
is_running_on_wayland(), and is_running_on_x11()
- Propagate wxHAVE_GDK_X11 / wxHAVE_GDK_WAYLAND from FindGTK3.cmake
as compile definitions to libslic3r_gui
- No-op on non-Linux platforms (returns Unknown / false)
* Fix Phase 1 code quality: pragma once, source ordering, static cache
* Make X11 initialization conditional for Wayland support
Remove the unconditional GDK_BACKEND=x11 force that blocked native
Wayland. Replace with conditional logic:
- EGL safety fallback: re-force X11 only when wxUSE_GLCANVAS_EGL is
off and WAYLAND_DISPLAY is set, with a warning log
- XInitThreads() only called when DISPLAY is set (X11 in use)
- __GLX_VENDOR_LIBRARY_NAME only set when DISPLAY is present (GLX-specific)
- WEBKIT_DISABLE_COMPOSITING_MODE only set under XWayland (both
DISPLAY and WAYLAND_DISPLAY present)
- Guard X11/Xlib.h include with __has_include for robustness
- Restore display validation to accept either DISPLAY or WAYLAND_DISPLAY
This is Phase 2 of the Wayland support plan.
* Fix Phase 2: safer EGL macro check, add clarifying comments
* Add GLAD2 library and replace GLEW linkage in build system
Set up GLAD2 as a static library to replace GLEW for OpenGL loading.
GLAD2 supports both GLX and EGL, which is required for Wayland support.
- Create src/glad/ with pre-generated GLAD2 sources (GL 4.6 compat)
- Add src/glad/CMakeLists.txt building glad as a static library
- Wire glad into src/CMakeLists.txt before libvgcode
- Modify libvgcode to use shared glad for GL path (keeps local copy
only for GLES2/Emscripten) to avoid duplicate symbol conflicts
- Replace GLEW::GLEW with glad in libslic3r_gui link libraries
Note: GLEW is kept in deps for OpenCSG. Code migration from GL/glew.h
to glad/gl.h headers will follow in Phase 3B+3C.
* Fix Phase 3A+3D: libvgcode GLAD include, dead files, dlopen dep, OpenGL link var
* Migrate from GLEW to GLAD: replace headers and API calls across codebase
Replace all #include <GL/glew.h> with <glad/gl.h> across 49 source files.
Migrate GLEW API calls to GLAD equivalents:
- glewInit/glewExperimental -> gladLoaderLoadGL()
- GLEW_EXT_* / GLEW_ARB_* extension checks -> GLAD_GL_EXT_* / GLAD_GL_ARB_*
- Remove GLEW-specific EGL/GLX mismatch #error guards (not needed with GLAD)
- Replace unavailable EXT symbols with core GL equivalents in
GLCanvas3D.cpp (GL_MAX_SAMPLES, glRenderbufferStorageMultisample,
glBlitFramebuffer, GL_READ/DRAW_FRAMEBUFFER)
- Update log messages from glewInit to gladLoadGL
* Fix Phase 3B+3C: remove GLEW find, clean EXT symbols, update attribution
- Remove find_package(GLEW) block from root CMakeLists.txt since GLEW
is no longer linked by any main application code
- Remove "glew" from SLIC3R_STATIC option description
- Replace all remaining EXT framebuffer symbols with core equivalents
in render_thumbnail_framebuffer_ext and _rectangular_selection_picking_pass
- Update AboutDialog credits from GLEW to GLAD
* Enable EGL in wxWidgets and add runtime GLX/EGL selection for Wayland
- Set wxUSE_GLCANVAS_EGL=ON in wxWidgets build and Flatpak manifest
- Add PreferGLX() call on X11 sessions for driver compatibility
- Remove Phase 2 safety fallback (EGL is now always compiled in)
- Guard SwapBuffers against hidden canvases to prevent Wayland stalls
* Fix Phase 4: move PreferGLX to app startup, fix FPS counter guard
Move wxGLCanvas::PreferGLX() from OpenGLManager::create_wxglcanvas()
(static initializer) to GUI_App::on_init_inner() before any wxGLCanvas
is constructed. This prevents a race where SkipPartCanvas could trigger
wxGLBackend::Init() before the GLX preference is set. The new location
also adds explicit is_running_on_wayland() detection with a warning for
unknown backends.
Move increment_fps_counter() inside the IsShownOnScreen() guard so FPS
is only counted when a frame is actually swapped.
* Update GLFW from 3.3.7 to 3.4 for runtime Wayland/X11 backend selection
Replace the compile-time GLFW_USE_WAYLAND flag (which locked to a single
backend) with GLFW 3.4's GLFW_BUILD_WAYLAND + GLFW_BUILD_X11 flags that
build both backends and auto-select at runtime based on the available
display server. This enables the CLI thumbnail renderer to work on both
Wayland and X11 sessions without separate builds.
* wayland: Fix UI call sites that rely on global screen coordinates
On Wayland, wxGetMousePosition() returns (0,0) and SetPosition() is a
no-op for top-level windows. Fix the highest-impact call sites:
- GLCanvas3D: Use cached m_mouse.position from event handlers instead
of wxGetMousePosition() + ScreenToClient() in get_local_mouse_position()
- Plater: Use event-relative coords via ClientToScreen(e.GetPosition())
instead of wxGetMousePosition() in 3 leave-window handlers
- BBLTopbar: Use event.GetPosition() and FindToolByPosition() directly
in mouse handlers instead of wxGetMousePosition()/FindToolByCurrentPosition()
- Search: Use focus-based dismiss logic on Wayland instead of
wxGetMousePosition()-based rect checks in SearchDialog and
SearchObjectDialog
- GUI_App: Skip SetPosition() in window_pos_restore() on Wayland where
it is a no-op; still restore size and maximize state
- Button: Position tooltip relative to button widget via ClientToScreen
instead of wxGetMousePosition()
* Fix SearchDialog Wayland dismiss: guard against search_line focus
* flatpak: Add Wayland socket permission for native Wayland support
* spec
* Fix crash on Wayland when wxWidgets lacks EGL support
Restore the safety fallback that forces GDK_BACKEND=x11 when wxWidgets
was not built with wxUSE_GLCANVAS_EGL=ON. Without this, the GLX backend
tries to access a non-existent X11 display on native Wayland, crashing
in wxGLCanvas::IsDisplaySupported() with SIGSEGV at offset 0xe4.
Also add a defense-in-depth guard in detect_multisample() that skips
the IsDisplaySupported call entirely on Wayland without EGL.
Root cause: deps/wxWidgets must be rebuilt after enabling EGL. The
compile-time check in OrcaSlicer.cpp detects the mismatch and falls
back safely.
* Fix EGL detection: use wxHAS_EGL instead of wxUSE_GLCANVAS_EGL
wxUSE_GLCANVAS_EGL is a CMake build option, NOT a C++ preprocessor
macro. The actual macro defined in wxWidgets setup.h is wxHAS_EGL.
All compile-time EGL checks were using the wrong macro, causing
the safety fallback to always trigger even with a properly built
EGL-enabled wxWidgets.
* Fix GL function pointers invalidated on Wayland/EGL
gladLoaderLoadGL() dlopen's libGL.so.1 to resolve GL function pointers
via dlsym, then immediately dlclose's the handle. On X11/GLX this is
fine because the GLX context keeps libGL.so mapped. On Wayland/EGL,
nothing else holds libGL.so open, so dlclose unmaps it and all function
pointers become dangling — causing SIGSEGV on the first GL call.
Fix: on Wayland, use gladLoadGL(eglGetProcAddress) which resolves
function pointers through the EGL loader without opening/closing
libGL.so.
* fix crash on start and various rendering issues
* fix crash on close
* small refactor
* move GPU selection to desktop file
* clean up a bit
* clean up more
* fix appimage error
- add a new mode to build in docker
- Improve AppImage
1. fix libbz2 soname differeence issue on appimage
2. Downgrade to 22.04 for better compatibility
3. improve appimage overall
* Actually build tests on Linux and allow RelWithDebInfo
They weren't being built.
Also cleaned up --config flags which enables RelWithDebInfo on Linux,
now that Ninja Multi-Config is used, it's quite trivial.
* Remove obsolete Slic3r Perl tests
The directory doesn't exist, they're already gone.
* Add GH job for running unit tests
* Move unit test execution to script and upload test results
* Don't run scheduled builds on forks
* Only deploy from SoftFever/OrcaSlicer
Will stop failures on forks
* Use artifact instead of cache
* Tweak archive and checkout paths
Keep getting error:
```
/home/runner/work/_temp/902d0a0a-6d23-4fe0-a643-8b5cc4efd25b.sh: line 1: scripts/run_unit_tests.sh: Permission denied
```
That seems to be because I didn't use actions/checkout, the working
directory is never setup correctly? So using checkout to get scripts
directory. Unsure if archive will preserve the `build/tests/` prefix;
will find out soon.
* Use tar to package directory and write results to correct directory
Tar preserves filenames and directory structure
* Use tar -xvf not -xzf
Muscle memory failed me
* Add testing wiki page
* Save test logs on failure and choose correct directory for junit
* Consolidate apt install steps, use for unit tests too, disable non-Linux builds
Temporarily disable non-Linux builds to save time while developing
this.
Cache the apt packages to save some time searching apt and downloading
them again (though I realize this is also downloading, but hopefully
by something closer and faster).
Remove all the redundant packages listed in the workflow and debian
distribution lists.
* Remove apt install steps from workflow
`./build-linux.sh -u` is supposed to install all needed packages, so
it should build without needing anything besides that. If I'm wrong
this commit will be dropped.
* Need composite action checked out locally
* Re-enable non-Linux builds now that it's working
* Skip a deploy and a notarize in forks
They only succeed in the main repo.
* Fix multi-build for non-Release builds: share CONFIG
* Correct build errors in unit tests
Indeterminate method signatures resolved. Updated script to build all
the tests.
* Fix -g vs -e for RelWithDebInfo
* Change CONFIG->BUILD_CONFIG
Missed one in prior commits
* Reduce wasteful redundant build artifact copies
1. Don't copy the artifacts and leave them; make a hard link first;
only make a copy only while creating AppImage.
2. Don't tar up the `package` directory; nothing uses this tar AFAICT
* Fix directory name
* Change jigsaw auth test URLs to httpbin.org
No idea why the basic auth doesn't work, but it doesn't work for
`curl` CLI either. This does.
* Remove force-build
It got reverted at
e3f049829b
for unknown reasons.
* Add timeout for unit tests in GitHub Actions workflow (#11146)
---------
Co-authored-by: SoftFever <softfeverever@gmail.com>
* fixes: 999 CMake Warnings at src/dev-utils/CMakeLists.txt:39 (add_custom_command)
* cmake clenup: adds PUBLIC/PRIVATE to libslic3r; attempt to reduce warnigns from eigen
Move many third-party components' source codes from the src folder to a new folder called deps_src. The goal is to make the code structure clearer and easier to navigate.