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Re: Fix errors and warnings from g++-4.4.1 (issue193074)
Yeah, I believe that's fixed in the patch.
From what I can tell, the latest visual studio has a native
unordered_map implementation, but my preference for boost is just
because it's consistent across
Yeah, I believe that's fixed in the patch.
From what I can tell, the latest visual studio has a native
unordered_map implementation, but my preference for boost is just
because it's consistent across
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By
Chris Foster <chri...@...>
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#151
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Re: Fix errors and warnings from g++-4.4.1 (issue193074)
Actually my error was strchr returning a char* instead of a const char*. osolex.l line# 260
Actually my error was strchr returning a char* instead of a const char*. osolex.l line# 260
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By
Wormszer <worm...@...>
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#150
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Re: Fix errors and warnings from g++-4.4.1 (issue193074)
I too recieved an error from strcmp in oslex.l/cpp when building with visual studio.
Visual studio has not deprecated hash_map from what i can tell, but a boost solution would work there as well.
Does
I too recieved an error from strcmp in oslex.l/cpp when building with visual studio.
Visual studio has not deprecated hash_map from what i can tell, but a boost solution would work there as well.
Does
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By
Wormszer <worm...@...>
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#149
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Re: Fix errors and warnings from g++-4.4.1 (issue193074)
hash map to
4.4.x. See
IMHO this seems to be a bit of overkill, and my preferred option would
be just to specify that >=boost-1.36 was necessary. However I know that
may not be an option for
hash map to
4.4.x. See
IMHO this seems to be a bit of overkill, and my preferred option would
be just to specify that >=boost-1.36 was necessary. However I know that
may not be an option for
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By
chri...@...
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#148
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Re: Fix errors and warnings from g++-4.4.1 (issue193074)
You could do what Google Protocol Buffers does and determine which hash map to use at configure time. It works with g++ 3.4.x all the way up to 4.4.x. See the m4 file
You could do what Google Protocol Buffers does and determine which hash map to use at configure time. It works with g++ 3.4.x all the way up to 4.4.x. See the m4 file
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By
Blair Zajac <bl...@...>
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#146
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Fix errors and warnings from g++-4.4.1 (issue193074)
Reviewers: osl-dev_googlegroups.com,
Description:
Several additional warnings and some new errors occur when trying to
compile OSL using g++-4.4.1.
Errors were due to:
- header rearrangements which
Reviewers: osl-dev_googlegroups.com,
Description:
Several additional warnings and some new errors occur when trying to
compile OSL using g++-4.4.1.
Errors were due to:
- header rearrangements which
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By
chri...@...
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#147
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Re: problem building on macos
If someone wants to write a MacPorts Portfile for OIIO I can commit it. That should make building OSL that much easier.
Regards,
Blair
Nick Porcino wrote:
If someone wants to write a MacPorts Portfile for OIIO I can commit it. That should make building OSL that much easier.
Regards,
Blair
Nick Porcino wrote:
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By
Blair Zajac <bl...@...>
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#142
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Re: problem building on macos
Thanks, that was just the info I needed! A few libraries in macports
were left overs from a Leopard universal binary build. I uninstalled a
pile of libraries, working backwards from the link errors;
Thanks, that was just the info I needed! A few libraries in macports
were left overs from a Leopard universal binary build. I uninstalled a
pile of libraries, working backwards from the link errors;
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By
Nick Porcino <nick....@...>
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#139
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Re: Compiling OpenShadingLanguage under Windows
I finally have it all building on windows and can run the testshade program.
I had to create some new OSL_DLLPUBLIC defines and place them around, OSLCOMP_DLLPUBLIC, OSLEXEC_DLLPUBLIC
liboslcomp
I finally have it all building on windows and can run the testshade program.
I had to create some new OSL_DLLPUBLIC defines and place them around, OSLCOMP_DLLPUBLIC, OSLEXEC_DLLPUBLIC
liboslcomp
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By
Wormszer <worm...@...>
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#141
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Re: run flags vs active intervals
Fair enough. Vectorization does imply unrolling the loop (by a factor of
4 for SSE), though loop unrolling can sometimes be a useful optimization
without hardware vectorization.
The active index
Fair enough. Vectorization does imply unrolling the loop (by a factor of
4 for SSE), though loop unrolling can sometimes be a useful optimization
without hardware vectorization.
The active index
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By
Chris Foster <chri...@...>
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#145
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Re: run flags vs active intervals
I guess i was thinking of the vectorization being a type of unrolling, not really in the correct sense i guess.
Where it was expanding it by say by 4 or how ever wide the vector operator is, reducing
I guess i was thinking of the vectorization being a type of unrolling, not really in the correct sense i guess.
Where it was expanding it by say by 4 or how ever wide the vector operator is, reducing
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By
Wormszer <worm...@...>
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#140
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Re: run flags vs active intervals
No, the active index case isn't vectorized by the compiler anyway.
No. In a SIMD shader machine I generally expect that creating the runstate
representation (whatever it may be) from the results of
No, the active index case isn't vectorized by the compiler anyway.
No. In a SIMD shader machine I generally expect that creating the runstate
representation (whatever it may be) from the results of
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By
Chris Foster <chri...@...>
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#144
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Error for bad connection type rather than assertion. (issue193063)
LGTM
Having dev-osl@imagework usually works for me, but I don't see this
mail.
http://codereview.appspot.com/193063/show
LGTM
Having dev-osl@imagework usually works for me, but I don't see this
mail.
http://codereview.appspot.com/193063/show
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By
cku...@...
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#143
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Re: Compiling OpenShadingLanguage under Windows
I have been trying to get the shaders test to build but I have run into lots of issues with linking dependencies, exports imports etc.
The projects cmake generates for example oslquery uses source
I have been trying to get the shaders test to build but I have run into lots of issues with linking dependencies, exports imports etc.
The projects cmake generates for example oslquery uses source
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By
Wormszer <worm...@...>
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#138
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Re: run flags vs active intervals
That's interesting, it kind of relates to my original question if the compiler was able to apply SIMD operations to the loop.
When you disabled vectorization did it effect the active index case?
Are
That's interesting, it kind of relates to my original question if the compiler was able to apply SIMD operations to the loop.
When you disabled vectorization did it effect the active index case?
Are
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By
Wormszer <worm...@...>
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#135
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Re: run flags vs active intervals
Right, here's the initialization code for some sparse on-states:
// Four isolated flags turned on.
std::fill((Runflag*)r, r+len, (Runflag)Runflag_Off);
r[0] = r[50] = r[100] = r[150] =
Right, here's the initialization code for some sparse on-states:
// Four isolated flags turned on.
std::fill((Runflag*)r, r+len, (Runflag)Runflag_Off);
r[0] = r[50] = r[100] = r[150] =
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By
Chris Foster <chri...@...>
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#137
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Re: Add derivatives to I in shader globals (issue186262)
LGTM
http://codereview.appspot.com/186262/show
LGTM
http://codereview.appspot.com/186262/show
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By
cku...@...
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#133
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Add derivatives to I in shader globals (issue186262)
Reviewers: osl-dev_googlegroups.com,
Description:
We were missing the derivatives in the I field which is important for
background shader. This little patch fixes the problem.
Please review this at
Reviewers: osl-dev_googlegroups.com,
Description:
We were missing the derivatives in the I field which is important for
background shader. This little patch fixes the problem.
Please review this at
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By
aco...@...
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#132
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Re: run flags vs active intervals
I want to point out that Chris F tested out the "all on", "random on", and "alternating on/off" cases. There's one more case that may be important, which is a few isolated "on" points with big "off"
I want to point out that Chris F tested out the "all on", "random on", and "alternating on/off" cases. There's one more case that may be important, which is a few isolated "on" points with big "off"
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By
Larry Gritz <l...@...>
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#128
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Re: run flags vs active intervals
I like this idea too. What we were discussing yesterday was something
like:
index: [ 0 1 2 3 4 5 6 7 8 9 ]
flags: [ 0 0 1 1 1 1 0 0 1 0 ]
active_points: [ 2 3 4 5 8 ]
for (int i =
I like this idea too. What we were discussing yesterday was something
like:
index: [ 0 1 2 3 4 5 6 7 8 9 ]
flags: [ 0 0 1 1 1 1 0 0 1 0 ]
active_points: [ 2 3 4 5 8 ]
for (int i =
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By
Christopher <cku...@...>
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#127
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