CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby jensverwiebe » Mon Feb 27, 2012 4:45 pm

hmm, k, sec, i give you anoter slg to test in a few minutes...
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby tigerste » Mon Feb 27, 2012 4:50 pm

Thank you so much for your help Jens. I'm sorry if I come across like an idiot lol but my knowledge of luxmark and slg is very limited :( presumably with new build of slg you just want me to test render through reality again?
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby jensverwiebe » Mon Feb 27, 2012 4:55 pm

tigerste

Test this slg2 pls: edit: removed test slg2

Jens
Last edited by jensverwiebe on Tue Feb 28, 2012 4:18 am, edited 1 time in total.
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby tigerste » Mon Feb 27, 2012 5:01 pm

No different, I'm afraid. Sorry
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby jensverwiebe » Mon Feb 27, 2012 5:05 pm

Iám running out of ideas atm, although your error looked familar from earlier development.
I really dunno atm if this is related to your environment ( driverbug, openCL bug ) or we
catch another issue here. TBH haven´t seen any LuxMark result with your mashine type yet.

Let´s see what Dade says...

I stop here for tonight, more later.

Jens
Last edited by jensverwiebe on Mon Feb 27, 2012 5:08 pm, edited 1 time in total.
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby tigerste » Mon Feb 27, 2012 5:07 pm

Thanks Jens, I'm off to bed myself so thanks for all your help. Interestingly I just rebooted and now slg is working again, but still in monochrome gah!!!!
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby Dade » Tue Feb 28, 2012 3:22 am

tigerste wrote:Here we go - copy of the png too


If you look into the .scn file, you can see that both glass and metal materials are gray (i.e. the bold/colored numbers):

#
# SLG scene generated by the Reality Engine by Pret-A-3D.
#
# Material list for SLG
scene.materials.glass.Default_2 = 0.196 0.196 0.196 0.863 0.863 0.863 1.0 1.4 1.0 1.0
scene.materials.metal.Default_8 = 0.863 0.863 0.863 5000 1
scene.camera.lookat = 0.913505 -2.372128 1.542923 0.909870 -2.363131 1.540504
scene.camera.fieldofview = 52.73970951118814
scene.camera.focaldistance = 2.609430
# -- Scene generated with Reality 2.11.2.120 (http://www.preta3d.com)--
scene.objects.Default_2.Sphere = /Users/clearCUT/Desktop/testing-Resources/objects/Sphere_Sphere_Default_2.ply
scene.objects.Default_2.Sphere.useplynormals = 1
scene.materials.light.Default_7 = 1 1 1
scene.objects.Default_7.RealityLight = /Users/clearCUT/Desktop/testing-Resources/objects/RealityLight_RealityLight_Default_7.ply
scene.objects.Default_7.RealityLight.useplynormals = 1
scene.objects.Default_8.Cube = /Users/clearCUT/Desktop/testing-Resources/objects/Cube_Cube_Default_8.ply
scene.objects.Default_8.Cube.useplynormals = 1
scene.objects.Default_8.Cube.normalmap = testing-Resources/textures/leather19/leather19_NORMAL.png


The light source is white too so the end result is a grey image. I guess the exporter may not support the materials you used and/or it is picking the material colour from a different place than the one you used. You could find the answer to your problem in the Reality Engine or try to ask Paolo. It should be a problem easy to solve, it is probably all about to know how the exporter pick the material colour.
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby Dade » Tue Feb 28, 2012 3:27 am

I answered to a message on the first page and only after, I noticed the discussion moved on. I had the impression the new Jens's executable solved the problem :?: Sometime it works and some doesn't ?
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby tigerste » Tue Feb 28, 2012 4:05 am

Dade wrote:I answered to a message on the first page and only after, I noticed the discussion moved on. I had the impression the new Jens's executable solved the problem :?: Sometime it works and some doesn't ?


Hi Dade, thanks for the analysis. Yes the command queue error did occur with the new build that worked initially, which I suspect was because the build changed again and then I changed it back. After a reboot, it then worked, but in greyscale. I'll send Paolo a link to this thread.

Steve
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Re: CL_INVALID_COMMAND_QUEUE error in SLG2 Mac

Postby jensverwiebe » Tue Feb 28, 2012 4:26 am

Looks as the gpu is going to "hang" when the error occured. So the reboot "fixed" it.

The 9xxxm cards are really lowest openCL level, so might not render too complex scenes.
Although the driver should not get hung.

You could try again with LuxMark ( in case the system is in functional state -> slg works )
and checkout which modes work: cpu, gpu, low, mid, high scenes.

You should be at least able to test the luxball and sala scene, complex room scene may be
still too big for your hardware.( 444MB local mem on gfx-card used )

Try agin to keep memory usage low by using smaller workgroupsize, qbvhstacksize or taskcount.

The color problem seems to be solved ? Exporter problem ?

Jens
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