I tried to build the fluid-mantaflow-gpu branch, unfortunately I seem to be missing some dependencies.
This is what I did:
git checkout fluid-mantaflow-gpu
git pull
make full
This is the error I get in the CMakeError.log:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\include\arm_neon.h(21,1): fatal error C1189: #error: This header is specific to ARM targets [E:\blender-git\builds\fluid-mantaflow-gpu\CMakeFiles\CMakeTmp\cmTC_28f00.vcxproj]
Im a bit stranded here. Could somebody nudge me in the right direction?
There’s really no way to tell, master we go out of our way to guarantee it will build on all platforms we support, what individual devs do in branches could quite likely break platforms they don’t develop on.
in this specific case, the way mantaflow was enabled to work on the GPU just is incompatible with the MS compilers, so it’s unlikely to ever be supported using this method unless MS drastically changes their mind on GPU support within their compilers.
Thank you LazyDodo !
So this branch is pretty much uninteresting for Windows users indefinitely?
Or aslong as MS doesnt change up their compiler policies.
It seems like this only has a change getting merged into master with another GPU method then?
Concluding this Im questioning the point of this branch a bit. For research maybe?
Correct, unsure if clang supports it on windows, then again, even if it does we’re unlikely to switch compilers just to appease a single component in blender.
@sebbas be the one to answer that question with any authority, however judging by the code changes being made, it appears to be a “could it be done?” style experiment rather than something looking to be included in mainline blender.
I don’t have the same problem. Whether it has a windows support or not honestly I don’t know, but the problem that I am facing is that when I use the Cmake to build it tells me (Compiler is not supported), although I tried to build it with Clang after installing it and trying the (make -clang) option to build.
so the problem would be in general : how to compile with GPU Offloading, what compiler should a person use in Windows (gcc - clang - vs - or other), do you need to first compile the OpenMP with GPU offloading for it to work and do you need the latest OpenMP for it to work.
Honestly I don’t know if the compiler not supported message is related to (windows not supported) issue, but I am still learning.
maybe @LazyDodo can shed some light on my questions and curiosity
You’re in uncharted territory far far out of supported waters, I’m certainly not going to stop you from sailing these waters, however I can’t be there with you.