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Krzysztof Marczak
@buddhi1980
Actually we are trying to do cross-compilation under Linux. When I have free time I will try to compile libraries and program under Windows.
Krzysztof Marczak
@buddhi1980
mandelbulber 2.07 is released! Thank you a lot for hard work!
@bermarte, could you prepeare as usual packages for OSX?
Sebastian Jennen
@zebastian
@bermarte can you also look into this bug report? maybe you can reproduce this failure, since i was not able to produce this error on windows / linux
Krzysztof Marczak
@buddhi1980
which bug report you mean?
Krzysztof Marczak
@buddhi1980
I can reproduce it when I run client under Windows (version 2.07) and server under Linux (version 2.07-1), so I'm starting debuging this.
Krzysztof Marczak
@buddhi1980
Fixed
bermarte
@bermarte
Saturday I can check NetRender using OSX/Linux machines.
Sebastian Jennen
@zebastian
what do you think to make the preferences dialog one big tabwidget?
the layout is getting higher and higher, on small screens this can become an issue. and the information could be separated into meaningful groups:
general | image | rendering |
rendering could contain number of cpus to use / opencl settings when available.
wish you all a good easter time!
Krzysztof Marczak
@buddhi1980
It's good idea to split it into several tabs.
Happy Easter!
Sebastian Jennen
@zebastian
@buddhi1980 please double check this commit: 766c740479eb7aa82f0e44b19aa1e2bea32473b0
buddhi1980/mandelbulber2@766c740
Sebastian Jennen
@zebastian
do you think it is ok to remove the first 50 frames or so from the example flight_anim_menger sponge_3.fract?
The all-gray intro may confuse some new users and think the animation is broken.
Krzysztof Marczak
@buddhi1980
It's good idea to delete first frames.
Sebastian Jennen
@zebastian
ok, changed the example...buddhi1980/mandelbulber2@ba173bc
Sebastian Jennen
@zebastian
@buddhi thumbnail rendering yield white surfaces with current code base, do you have a hot fix for this?
Krzysztof Marczak
@buddhi1980
Probably I know what is wrong. GIve me few minutes to correct it. We will encounter this kind of problems durng implementation of materials
Fixed
Krzysztof Marczak
@buddhi1980
@bermarte, could you give us the code for fractal which was rendered here http://www.fractalforums.com/index.php?action=gallery;sa=view;id=18872
Was it rendered as a primitive object or it's iterated formula?
Would be nice to implement it in Mandelbulber
Sebastian Jennen
@zebastian
@buddhi1980 : have you disabled coverity scan? last scan is from 25 days ago and i could not find how to start the scan.
i think there could be some possible issues with file_downloader.cpp and it would be good, to get the feedback from coverity
Krzysztof Marczak
@buddhi1980
I'm updating project in coverity scan manually
Sebastian Jennen
@zebastian
thanks, turned out i was right about file_downloader.
but i expected more than one reported error :P
Sebastian Jennen
@zebastian
i made some more profiling:
sExtendedAux::operator=(sExtendedAux const&) is rather costly. 15% - 20% of total costs with my current settings.
I think this gets only called in compute_fractal.cpp line 112: extendedAux[sequence] = extendedAux[lastSequnce];
can we make this var a pointer, like
sExtendedAux* extendedAux[NUMBER_OF_FRACTALS];
?
Krzysztof Marczak
@buddhi1980
Unfortuanatelly we need to copy the data in line 112. Your proposal with changing it to sExtendedAux* extendedAux[NUMBER_OF_FRACTALS] will change nothing, because it will be still an array.
What I'm thinking now, if we really neet to have this array at all. I will check what will happen if we use one common extendedAux for all formulas.
Krzysztof Marczak
@buddhi1980
You can test it now. I have removed an array. Now it's just one common structure.
Sebastian Jennen
@zebastian
works great, total cost decreased and my current animation render jumped from 8 minutes pending to 7 minutes.
Sebastian Jennen
@zebastian
we should get -Ofast to the mandelbulber.pro files with default disabled. maybe with some more flags wrapped in some kind of definition.
hpc_mode (high performance computing) or something like that.
in my current animation render this is the difference between 12 hours and 4 hours.
people using the program in a render farm may be interested to compile the program directly on the render nodes with this option.
Krzysztof Marczak
@buddhi1980
is -Ofast even faster than --ffast-math?
Sebastian Jennen
@zebastian
Yes, the 12 hour reference was with --fast-math, so the speed up was ~times 3. but this probably highly depends on what is rendered.
The drawback is, that the generated binary is highly bound to the cpu, it was Compiled for
Krzysztof Marczak
@buddhi1980
this flag shoudl be used instead of -O3?
Sebastian Jennen
@zebastian
Here is the GCC reference in this:
It
It turns in o3 , fast-math and some other aggressive optimizations
Krzysztof Marczak
@buddhi1980
now I'm recompiling the program to see speed difference
Sebastian Jennen
@zebastian
It has got another drawback: compile time increases significantly.
Krzysztof Marczak
@buddhi1980
I cannot see any speed diffrenece. But I already used -march=native and -msse2
I have in bash.rc folowing line: export CXXFLAGS="-march=native -msse2" to optimize all application which I compile
Sebastian Jennen
@zebastian
right now i am running this with:
/mandelbulber2/mandelbulber2/build-mandelbulber-Desktop-Release/mandelbulber2 -n -K -s 0 -e 2400 settings/hybrid\ 2\ animation3fastRender.fract
Sebastian Jennen
@zebastian
maybe you can give it a try, if -Ofast is taking any effect on this.
i added it to the, make sure to use the correct Release / Debug. and to re - qmake. When you can see the flag in the compilation output it takes effect.
These were the issues i ran into, when trying to change compilation flags...
Krzysztof Marczak
@buddhi1980
I have recreated makefile with qmake to be sure that -Ofast is used. I have also seen it in compler output. Can you test if you will get the same speed up with -march=native and -msse2? By the way what CPU do you have? I have Intel i7
Sebastian Jennen
@zebastian
me too, i have got a
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz
i tried with -march=native -msse2 instead of -Ofast
it is even worse, than not using any more flags at all
Krzysztof Marczak
@buddhi1980
so I need to do more trials. But not today. Now I'm focusing on materials (actually redisigning of primitive objects definitions)
Sebastian Jennen
@zebastian
so it is:
'no additional flags' -> ~2 days 20 hours
-Ofast -> 20 hours
-march=native -msse2 -> 4 days 5 hours
great, i want to fix some issues on github than i can support you with material implementation.