[Bf-committers] Compile from source

Sybren A. Stüvel sybren at stuvel.eu
Tue May 23 10:21:56 CEST 2017


Hi Steve,

Sorry for the long wait. I don't know much about Open Shading Language
(OSL), that's why I haven't replied earlier. One way to work around
this is to simply disable OSL in your build (edit CMakeCache.txt).

Cheers,
Sybren

On Sat, May 13, 2017 at 04:53:43PM +0100, Post wrote:
> Dear Blender,
> 
> I am attempting to compile Blender from source using instructions posted 
> on 'Dev:Doc/Building Blender/Linux/Generic Distro/CMake'. I was/am 
> hoping to establish a dedicated console for running  and testing 
> Mechanical Blender even though, as I understand it, it is in a 
> pre-release stage. I have a full Blender package, which is fantastic, on 
> another system and want to try Mechanical as well.
> 
> Following instructions for this procedure as publish all was proceeding 
> well until I had a repeated glitch compiling the 'Open-Shading-language'.
> 
> Copied from terminal:
> 
> [ 71%] Building CXX object 
> src/liboslexec/CMakeFiles/oslexec.dir/llvm_instance.cpp.o
> In file included from /usr/include/c++/4.9/vector:64:0,
>                   from /usr/include/boost/detail/container_fwd.hpp:93,
>                   from /usr/include/boost/functional/hash/extensions.hpp:17,
>                   from /usr/include/boost/functional/hash/hash.hpp:540,
>                   from /usr/include/boost/functional/hash.hpp:6,
>                   from /usr/include/boost/unordered/unordered_map.hpp:20,
>                   from /usr/include/boost/unordered_map.hpp:16,
>                   from 
> /home/skt/src/blender-deps/OpenShadingLanguage-1.7.5/src/liboslexec/llvm_instance.cpp:31:
> /usr/include/c++/4.9/bits/stl_vector.h: In instantiation of 'void 
> std::vector<_Tp, _Alloc>::_M_initialize_dispatch(_Integer, _Integer, 
> std::__true_type) [with _Integer = int; _Tp = llvm::Function*; _Alloc = 
> std::allocator<llvm::Function*>]':
> /usr/include/c++/4.9/bits/stl_vector.h:413:55:   required from 
> 'std::vector<_Tp, _Alloc>::vector(_InputIterator, _InputIterator, const 
> allocator_type&) [with _InputIterator = int; _Tp = llvm::Function*; 
> _Alloc = std::allocator<llvm::Function*>; std::vector<_Tp, 
> _Alloc>::allocator_type = std::allocator<llvm::Function*>]'
> /home/skt/src/blender-deps/OpenShadingLanguage-1.7.5/src/liboslexec/llvm_instance.cpp:1043:54: 
> required from here
> /usr/include/c++/4.9/bits/stl_vector.h:1252:59: error: invalid 
> conversion from 'int' to 'std::vector<llvm::Function*>::value_type {aka 
> llvm::Function*}' [-fpermissive]
>      _M_fill_initialize(static_cast<size_type>(__n), __value);
>                                                             ^
> /usr/include/c++/4.9/bits/stl_vector.h:1298:7: note: initializing 
> argument 2 of 'void std::vector<_Tp, 
> _Alloc>::_M_fill_initialize(std::vector<_Tp, _Alloc>::size_type, const 
> value_type&) [with _Tp = llvm::Function*; _Alloc = 
> std::allocator<llvm::Function*>; std::vector<_Tp, _Alloc>::size_type = 
> unsigned int; std::vector<_Tp, _Alloc>::value_type = llvm::Function*]'
>         _M_fill_initialize(size_type __n, const value_type& __value)
>         ^
> src/liboslexec/CMakeFiles/oslexec.dir/build.make:800: recipe for target 
> 'src/liboslexec/CMakeFiles/oslexec.dir/llvm_instance.cpp.o' failed
> make[2]: *** [src/liboslexec/CMakeFiles/oslexec.dir/llvm_instance.cpp.o] 
> Error 1
> CMakeFiles/Makefile2:210: recipe for target 
> 'src/liboslexec/CMakeFiles/oslexec.dir/all' failed
> make[1]: *** [src/liboslexec/CMakeFiles/oslexec.dir/all] Error 2
> Makefile:137: recipe for target 'all' failed
> make: *** [all] Error 2
> ERROR! OpenShadingLanguage-1.7.5 failed to compile, exiting
> 
> 
> 
> This issue may be entirely due to an inadequate operating system, not 
> the most powerfull rig in the world nor a particularly good graphics 
> card. Operating system MX16 out of Antix out of Debian.
> Although, I can and have had Blender running on it quite happily.
> 
> Wondering if there is anything to be done other than report and if I 
> reload Blender from synaptic will I be able to re-compile it as 
> Mechanical in some way?
> 
> Many thanks
> 
> Steve
> 
> 
> 
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers

-- 
Sybren A. Stüvel

https://cloud.blender.org/
https://stuvelfoto.nl/
https://stuvel.eu/
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