Good-ish news for AMD users!
I have successfully compiled the cycles kernel with shading using the new AMD Catalyst 12.4 OpenCL 1.2 developer beta
It took 19 minutes and at its height consumed more than 6.5GB of RAM.
Here’s my system configuration:
AMD Phenom [email protected]
using Blender 2.62 64-bit official release
Here’s the steps I took:
- In 2.62\scripts\addons\cycles\kernel\kernel_types.h uncomment KERNEL_SHADING
- Start Blender and in Preferences pick your OpenCL device (Cypress in my case)
- Under Render Settings, change “Feature Set” to “Experimental” and then pick “GPU compute”
- Make sure the console is visible, so you can see any messages regarding compilation
- Start a render, the kernel should now start to compile
- After 576.45s seconds I was notified in the console window that the Kernel compilation had finished. Blender now appeared frozen, but ram usage went up and down again… It’s not done, keep going at this point!
- After 19 minutes total, the compilation finished and the render started! A glorious red cube, in my case. Yay!
If you want to try this yourself, you must use a 64-bit build. Also, if you don’t have 6.5GB of physical RAM free your system will likely become very slow due to paging. Good Luck!
I haven’t done any further testing yet, apart from that red cube. There is also KERNEL_ADV_SHADING that I have left commented for now. I’ll try that next I guess, so stay tuned for updates.
UPDATE 1: Uncommenting KERNEL_ADV_SHADING leads to OpenCL compiler complaining about syntactical errors right away. I don’t even know what the difference between shading and advanced shading is, maybe someone in the know can elaborate.
UPDATE 2: Tried the BMW benchmark: 15 minutes 40 seconds. Looks like the intermediate step after compilation but before render is performed before every render, which by itself took 10 minutes and 13 seconds - which leaves us with 5 minutes 27 seconds for the render itself - not too impressive…
UPDATE 3: The aforementioned 10-minute wait appears to only happen for static renders, it is not happening during viewport renders. Procedural Textures are confirmed to be all working, however image textures do not work. Quite a dealbreaker here, so I’m changing the title of the thread.