Windows Build FAILED

Discussion related to the LuxCore functionality, implementations and API.
kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Thu Apr 30, 2020 8:56 pm

Dade wrote:
Thu Apr 30, 2020 7:59 pm
You have posted an empty file. Anyway I'm fixing it.
Oh, my bad.

Build succeeded. 8-)

kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Thu May 14, 2020 10:48 pm

I'm getting
--- FATAL ERROR RUNNING CMAKE ---
w/ latest commit (a6b7830db)

Code: Select all

       "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\LuxRays.sln" (default target) (1) ->
       "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\src\slg\slg-film.vcxproj" (default target) (5) ->
       (ClCompile target) ->
         c:\luxcorerender\luxcore\deps\lut\lut.hpp(203): error C2872: 'enable_if_t': ambiguous symbol (compiling source
        file C:\luxcorerender\LuxCore\src\slg\film\imagepipeline\plugins\colorlut.cpp) [C:\luxcorerender\WindowsCompile
       \Build_CMake\LuxCore\src\slg\slg-film.vcxproj]
         c:\luxcorerender\luxcore\src\slg\film\imagepipeline\plugins\colorlut.cpp(41): error C2872: 'enable_if_t': ambi
       guous symbol [C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\src\slg\slg-film.vcxproj]

kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Fri May 15, 2020 5:15 am

Confirming the fix w/ commit 6e922d337.

Code: Select all

Build succeeded.
    0 Warning(s)
    0 Error(s)

kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Thu May 21, 2020 5:15 pm

Got an error compiling after latest commit (11066e198)

Code: Select all

Build FAILED.

       "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\LuxRays.sln" (default target) (1) ->
       "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\src\luxcore\pyluxcore.vcxproj.metaproj" (default target) (1
       7) ->
       "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\src\luxcore\pyluxcore.vcxproj" (default target) (25) ->
       (Link target) ->
         c:\luxcorerender\windowscompiledeps\include\boost\boost\lexical_cast\detail\converter_numeric.hpp(103): fatal
       error C1001: An internal error has occurred in the compiler. [C:\luxcorerender\WindowsCompile\Build_CMake\LuxCor
       e\src\luxcore\pyluxcore.vcxproj]

    0 Warning(s)
    1 Error(s)

Time Elapsed 00:04:00.63
--- FATAL ERROR RUNNING CMAKE ---
PS
" /CUDA" builds fine

User avatar
Dade
Developer
Posts: 4820
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Windows Build FAILED

Post by Dade » Thu May 21, 2020 5:50 pm

kintuX wrote:
Thu May 21, 2020 5:15 pm

Code: Select all

       error C1001: An internal error has occurred in the compiler. [C:\luxcorerender\WindowsCompile\Build_CMake\LuxCor
       e\src\luxcore\pyluxcore.vcxproj]
Emm, your compiler is broken.
Support LuxCoreRender project with salts and bounties

kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Thu May 21, 2020 8:48 pm

Dade wrote:
Thu May 21, 2020 5:50 pm
kintuX wrote:
Thu May 21, 2020 5:15 pm

Code: Select all

       error C1001: An internal error has occurred in the compiler. [C:\luxcorerender\WindowsCompile\Build_CMake\LuxCor
       e\src\luxcore\pyluxcore.vcxproj]
Emm, your compiler is broken.
How?
How could this happen, I haven't changed or touched anything?
All compiling process done as usual, as described...

Code: Select all

cmake-build-x64.bat
fails

Code: Select all

cmake-build-x64.bat /cuda 
succeeds

:? sorry, for my ignorance - I'm simply confused

PS
and another thing I noticed is, that without "/ cuda" option enabled (19.05.2020 16:12 CET) & previous builds compiled & ran instantly on GPUs :o
Here are pyluxcore.pyd & luxcoreui.exe for windows to test and see... WTHIGO
https://mega.nz/file/JQhjhYqR#h2vqkpQKQ ... DuC_H_o1Jo
Although it is baffling, it's JUST AMAZING (as it used to be) :shock:

BlendLuxCore stats w/ Halt on 10s / resolution: Full HD (1080p)

CPU AMD 1950X (10s Halt = 32 samples, 6.1 M Samples/Sec)
CPU.jpg

GPUs GTX1070 & Q M5000 (10s Halt = 69 samples, 11.9 M Samples/Sec)
GPUs.jpg

But when I switch to latest "/ cuda" enabled build... i can't find the patience to wait for compiling to end :evil:
oh, why :roll:


GPUs_CUDA... 5:35.78s later (10s Halt = 76 samples, 13.6 M Samples/Sec)
GPUs_CUDA.jpg

In such way I prefer "standard" build oppose to "cuda" since my workflow relies rather heavily on fast iterations (look dev) and not on faster final render. So in the end, re-compiling for every "drastic" change takes much more time - even a whole day when all iterations are summed up - combined. CPU comes in handy then, but this experience makes me feel sad, disappointed.

From the looks I guess OCL is way faster to compile (NVidia) so basically, what I wonder now is - Would it be possible to have a "switch" between this options? ;)

User avatar
Dade
Developer
Posts: 4820
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Windows Build FAILED

Post by Dade » Thu May 21, 2020 10:26 pm

I assume you have the OpenCL kernel already cached while the CUDA version is not. Anyway, it is one time compilation in both cases.
Support LuxCoreRender project with salts and bounties

kintuX
Posts: 594
Joined: Wed Jan 10, 2018 2:37 am

Re: Windows Build FAILED

Post by kintuX » Thu May 21, 2020 11:40 pm

Guess it could be, but...

I Started with a new scene. FBX import to 2.81 (since 2.83 crashed on import - is buggy & release postponed).
Anyways, it compiled almost instantly with "Cycles Settings" and was then moved to Blender 2.83beta where was very responsive (at time I didn't realized I had build "standard" OCL version). So where are caches stored, so I can clear/ delete all & make proper comparison?
And it would be great, if both versions could be built.

Also because now, after both were compiled (using different LuxCore commits) in Blender 2.83 - closed & restarted - CUDA is always slower.
With OCL the samples went up to 75, with 13.6 Samples/Sec & CUDA slowed down to 71samples, 12.7 M Samples/Sec. True, the scene is plain & simple, but nonetheless...

acasta69
Developer
Posts: 361
Joined: Tue Jan 09, 2018 3:45 pm

Re: Windows Build FAILED

Post by acasta69 » Fri May 22, 2020 7:53 am

kintuX wrote:
Thu May 21, 2020 11:40 pm
So where are caches stored, so I can clear/ delete all & make proper comparison?
For LuxCore 2.3 it should be:

Code: Select all

C:\Users\<username>\AppData\Local\Temp\kernel_cache
For v2.4 there are two locations:

Code: Select all

C:\Users\<username>\AppData\Local\Temp\cuda_kernel_cache
C:\Users\<username>\AppData\Local\Temp\ocl_kernel_cache
Support LuxCoreRender project with salts and bounties

Windows 10 64 bits, i7-4770 3.4 GHz, RAM 16 GB, GTX 970 4GB v445.87

User avatar
Dade
Developer
Posts: 4820
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Windows Build FAILED

Post by Dade » Fri May 22, 2020 10:45 am

@Acasta69, I'm starting to think that compilation problem on Azure is due to the use of a Linux OpenCL SDK on Windows. The error seems to suggest that and the compilation on Windows works fine here.
You should check the OpenCL headers, the definition of "cl_ulong" type should be like:

Code: Select all

typedef unsigned __int64        cl_ulong;
I think I'm using this OpenCL SDK: https://github.com/GPUOpen-LibrariesAnd ... K/releases
Support LuxCoreRender project with salts and bounties

Post Reply