porting Blender-Benchmark for Windows ARM64 #101875
No reviewers
Labels
No Label
Priority
High
Priority
Low
Priority
Normal
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Information from Developers
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: infrastructure/blender-open-data#101875
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "Mohammad-Aamir-Afroz/blender-open-data:main"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
We have ported the Blender Benchmark code to support ARM64 architecture on Windows. This task involved modifying the existing codebase to ensure compatibility with the native ARM64 version of Blender. The changes have been tested.
Thanks for looking into it, but the current implementation will conflict with the universal binary compilation for macOS.
Hi Sergey,
Thank you for your feedback. I reviewed my changes based on your comment and did not find any conflicts introduced in the existing code for universal binary compilation for macOS.
I modified two Makefiles, and in both, I added commands to enable ARM64 compilation parallel to AMD64 compilation in the else part (if not Darwin).
Could you please provide more details on where the conflict might be occurring?
Regards,
Aamir
Ah, indeed it is in the sneaky
else
branch. However, it is only the freetype which compiles both arm64 and x64 builds, and the launcher itself is only compiled for the native architecture?In any case, as I've wrote in the devtalk thread I am not really sure this is the way to go. Windows does not support universal binaries, and in all my experiments it could run x64 binaries on WoA (unlike macOS which asks you to install Rosetta). To prevent user confusion or unusable data, the x64 build would either need to reject to operate, or would need to do proper decision making to support WoA.
We do need to add support of WoA to the scheme, and to a code which detects which build to grab. And to me the x64 build can perfectly implement all of this, without going into complexity of building/packaging/distribution on our side, and confusion on the user side.
Tagging the Dev Forum Discussion Thread here for reference.
https://devtalk.blender.org/t/how-to-update-metadata-for-blender-benchmark-to-support-windows-arm64/37009/10
Checkout
From your project repository, check out a new branch and test the changes.