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Author Topic: [ANN] cudaMiner & ccMiner CUDA based mining applications [Windows/Linux/MacOSX]  (Read 3426930 times)
bigjme
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June 27, 2014, 01:11:37 PM
 #16781

Yeh i use to get some like that, just cancel it and start again

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djm34
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June 27, 2014, 01:38:29 PM
 #16782

Yeh i use to get some like that, just cancel it and start again
still compiling... (I did restart though...)  the compiler really doesn't like what I put in whirlpool  Grin (obviously it is where it is stuck... and I will have to recompile as it will just run over one thread...)

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bigjme
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June 27, 2014, 01:39:49 PM
 #16783

Hmm, there was in issue like that in ccminer for 64 bit.
Which version are you compiling?

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djm34
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June 27, 2014, 01:41:15 PM
 #16784

Hmm, there was in issue like that in ccminer for 64 bit.
Which version are you compiling?
right now, I am compiling in 32bit (the pre X13 release, without killer groestl... for the wrong reason I must precise)

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bigjme
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June 27, 2014, 01:44:14 PM
 #16785

Strange. If you watch the compile directory size does it keep increasing?

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cbuchner1 (OP)
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June 27, 2014, 01:50:21 PM
 #16786

lol, I have entered compilation of doom.... for some reason cicc.exe is compiling since half an hour and use almost 2Gb of ram

too much loop unrolling causes that, also for some algorithms going below 80 registers per thread also causes these issues.
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June 27, 2014, 02:21:22 PM
 #16787

the compiler doesn't like MAKE_ULONGLONG,

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bigjme
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June 27, 2014, 02:25:00 PM
 #16788

Do the intergers need to be that long?

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June 27, 2014, 02:28:27 PM
 #16789

Do the intergers need to be that long?
whirlpool uses tables of uint64_t, the shared memory doesn't seem to take more than uint32_t...
(and I don't know enough to modify a lot the algo)

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bigjme
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June 27, 2014, 02:30:55 PM
 #16790

Is there a way to split it into 2 and merge it later?

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djm34
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June 27, 2014, 02:37:29 PM
 #16791

Is there a way to split it into 2 and merge it later?
I did that yesterday, ended up with new uint32_t tables of 512 numbers  (instead of 256 uint64_t)... it divided the computing time the hashrate by two...
right know, the shared memory seems to split them automatically, just needs to merge them.

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bigjme
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June 27, 2014, 02:39:53 PM
 #16792

like this

Code:
uint32 a = 0xff00ff00;
uint32 b = 0x00ff00ff;

ulong64 c = ((ulong64)a) << 32 | b;

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djm34
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June 27, 2014, 03:30:28 PM
 #16793

still compiling... each mistake cost a lot at the moment... (it wasn't that bad yesterday...)

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bigjme
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June 27, 2014, 03:31:37 PM
 #16794

A compile over 10 minutes is a bad one i think

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djm34
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June 27, 2014, 03:58:41 PM
 #16795

it works  Grin (good luck compiling though...)
(in my first attemp the two uint32 wasn't in the right order...)

gpu usage stable around 78 (not good but better than yesterday)
speed: 2.9Mhash/s (2 instance gives between 3-3.2MHash/s) with the killer groestl version.

I will release as is (meaning it runs with -a x13... adding new option, is clearly the part I hate... and I don't know well ccminer interface)

(less than 5minutes of change over 3 hours of compilation  Roll Eyes )

edit: I have no idea on how to make it work on linux...

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June 27, 2014, 04:06:39 PM
 #16796

it works  Grin (good luck compiling though...)
(in my first attemp the two uint32 wasn't in the right order...)

gpu usage stable around 78 (not good but better than yesterday)
speed: 2.9Mhash/s (2 instance gives between 3-3.2MHash/s) with the killer groestl version.

I will release as is (meaning it runs with -a x13... adding new option, is clearly the part I hate... and I don't know well ccminer interface)

(less than 5minutes of change over 3 hours of compilation  Roll Eyes )

you just added the two .c/.cu file and changed two line of code?
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June 27, 2014, 04:08:32 PM
Last edit: June 27, 2014, 06:16:30 PM by djm34
 #16797

it works  Grin (good luck compiling though...)
(in my first attemp the two uint32 wasn't in the right order...)

gpu usage stable around 78 (not good but better than yesterday)
speed: 2.9Mhash/s (2 instance gives between 3-3.2MHash/s) with the killer groestl version.

I will release as is (meaning it runs with -a x13... adding new option, is clearly the part I hate... and I don't know well ccminer interface)

(less than 5minutes of change over 3 hours of compilation  Roll Eyes )

you just added the two .c/.cu file and changed two line of code?
If you can find the two cu anywhere let me know (I haven't used the piece of code I "traded", as it would have required a lot more work actually to insert it into ccminer)... you still have to write them (was two days ago... though...)
5min (over the last few changes...  Roll Eyes once I have found how get something in and out of the shared memory)



as it may takes a little while before I get the source out, I put here the windows binaries (it still runs with -x13, though I will try to fix that).
It is compiled from the killer groestl version with only one executable:

https://mega.co.nz/#!IUsXGBoZ!fMJQK_BG2x6GAyhX_oaD_cmurLD7-4oB4B2Cys5Qh-o

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June 27, 2014, 05:34:52 PM
 #16798

it works  Grin (good luck compiling though...)
(in my first attemp the two uint32 wasn't in the right order...)

gpu usage stable around 78 (not good but better than yesterday)
speed: 2.9Mhash/s (2 instance gives between 3-3.2MHash/s) with the killer groestl version.

I will release as is (meaning it runs with -a x13... adding new option, is clearly the part I hate... and I don't know well ccminer interface)

(less than 5minutes of change over 3 hours of compilation  Roll Eyes )

edit: I have no idea on how to make it work on linux...
where are the codes located? I'll give it a try on linux and see if it compiles through.

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June 27, 2014, 06:17:03 PM
 #16799

it works  Grin (good luck compiling though...)
(in my first attemp the two uint32 wasn't in the right order...)

gpu usage stable around 78 (not good but better than yesterday)
speed: 2.9Mhash/s (2 instance gives between 3-3.2MHash/s) with the killer groestl version.

I will release as is (meaning it runs with -a x13... adding new option, is clearly the part I hate... and I don't know well ccminer interface)

(less than 5minutes of change over 3 hours of compilation  Roll Eyes )

edit: I have no idea on how to make it work on linux...
where are the codes located? I'll give it a try on linux and see if it compiles through.
sorry not available yet

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bigjme
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June 27, 2014, 06:24:10 PM
 #16800

djm do you want me to see how long it takes to compile on my windows system in case it was your pc doing it slow?
I wont release it as i have no interest in it but i am willing to check it for you

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