Compile on MacOS 10.13

Discussion related to the LuxCore functionality, implementations and API.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Compile on MacOS

Post by Dade »

u3dreal wrote: Thu Dec 05, 2019 1:58 am OK now i'm confused ... does pyluxcore need to be linked against OpenImageDenoise ??? I guess not since it works without :?
It does but it his linked against LuxCore library and LuxCore library is linked against Intel Oidn so you may be looking in the wrong link step.
Support LuxCoreRender project with salts and bounties
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS

Post by u3dreal »

Oh i should n't assume things i don't know :D

But files get copied now .... only OIDN lib is still with it's real path on otool -L of pyluxconsole .

Alll other are @rpath ... i really wonder where that happens ??? and where does it happen for lucoreui ?

not link library but link directory ;)
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS

Post by u3dreal »

strange it works for OIIO but not for OIDN ...

Code: Select all

otool -L luxcoreui 
luxcoreui:
	@rpath/libomp.dylib (compatibility version 5.0.0, current version 5.0.0)
	/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 23.0.0)
	/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
	/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit (compatibility version 1.0.0, current version 275.0.0)
	/System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 1560.12.0)
	/System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo (compatibility version 1.2.0, current version 1.5.0)
	@rpath/libembree3.3.dylib (compatibility version 3.0.0, current version 3.0.0)
	/Users/drquader/Documents/GitHub/macos/MacOSCompileDeps/macos/lib/libOpenImageDenoise.0.dylib (compatibility version 0.0.0, current version 1.1.0)
	@rpath/libtbb.dylib (compatibility version 0.0.0, current version 0.0.0)
	/usr/lib/libz.1.dylib (compatibility version 1.0.0, current version 1.2.11)
	/System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL (compatibility version 1.0.0, current version 1.0.0)
	@rpath/libOpenImageIO.1.8.dylib (compatibility version 1.8.0, current version 1.8.11)
	/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.4)
	/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.200.5)
	/System/Library/Frameworks/AppKit.framework/Versions/C/AppKit (compatibility version 45.0.0, current version 1671.10.106)
	/System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics (compatibility version 64.0.0, current version 1247.4.1)
	/System/Library/Frameworks/Foundation.framework/Versions/C/Foundation (compatibility version 300.0.0, current version 1560.12.0)
	/usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 228.0.0)
same for pyluxcore,so and luxcoreconsole

Code: Select all

otool -L lib/pyluxcore.so 
lib/pyluxcore.so:
	@rpath/libomp.dylib (compatibility version 5.0.0, current version 5.0.0)
	@rpath/libembree3.3.dylib (compatibility version 3.0.0, current version 3.0.0)
	/Users/drquader/Documents/GitHub/macos/MacOSCompileDeps/macos/lib/libOpenImageDenoise.0.dylib (compatibility version 0.0.0, current version 1.1.0)
	@rpath/libtbb.dylib (compatibility version 0.0.0, current version 0.0.0)
	/usr/lib/libz.1.dylib (compatibility version 1.0.0, current version 1.2.11)
	@rpath/libOpenImageIO.1.8.dylib (compatibility version 1.8.0, current version 1.8.11)
	/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
	/System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL (compatibility version 1.0.0, current version 1.0.0)
	/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.4)
	/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.200.5)
Where the hell does this @rpath thing happen in the makefiles ????
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Compile on MacOS

Post by Dade »

u3dreal wrote: Thu Dec 05, 2019 6:08 pm Where the hell does this @rpath thing happen in the makefiles ????
May be, it is here: https://github.com/LuxCoreRender/LuxCor ... cmake#L199
Support LuxCoreRender project with salts and bounties
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS

Post by u3dreal »

Still don't get why it's not done with oidn :|

can you explain this file ? what's it for ?

https://github.com/LuxCoreRender/LuxCor ... ymbols.map

but even when i add oidn there is does not work :(
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS

Post by u3dreal »

OK let's forget about all that static ! linking .

I found a tool that collects all the libs and patches the exe accordingly. It's called dylibbundler. https://github.com/auriamg/macdylibbundler

So I have working LuxCoreUi_2.3alpha0.zip and BlendLuxCore_2.3alpha0.zip here an my Desktop. checked with the "clean" mac.

Still unsure about luxcoreconsole since we would have to publish it with a lib-subfolder.

I'll post links on my website soon.
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS

Post by u3dreal »

OK Files can be found here http://q3de.com/research/luxcorerender-for-osx-10-13/

would you mind me making a new post in news section ? So people will try it.

cheers u3dreal
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Compile on MacOS 10.13

Post by Dade »

I created a post in News section: viewtopic.php?f=9&t=1599

You may want also to write a post with the news in this thread: https://blenderartists.org/t/luxcoreren ... 183292/101
Support LuxCoreRender project with salts and bounties
User avatar
u3dreal
Developer
Developer
Posts: 560
Joined: Tue Dec 03, 2019 3:23 pm
Location: Ulm
Contact:

Re: Compile on MacOS 10.13

Post by u3dreal »

Done .... ssooooo now for a 2.2.Release ?? :)

It seems to be pretty stable... rendered over night for 6 h and everythign seems fine ..... scales great on my xenon 6 core ...
using almost 1.200 % of CPU.
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/


MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Compile on MacOS 10.13

Post by Dade »

u3dreal wrote: Sat Dec 07, 2019 12:57 pm Done .... ssooooo now for a 2.2.Release ?? :)
There is a tag in Git for v2.2 ("luxcorerender_v2.2") if you extract the sources, you can compile the v2.2 but it may a bit a waste of time (the sources were using some older version of the libraries so it may be not a trivial task to compile the v2.2 because of dependencies: you may have to compile more stuff). It may be better to focus on v2.3 and the hopefully soon to be released beta1.
Support LuxCoreRender project with salts and bounties
Post Reply