[Vm-dev] Recent changes.

Tobias Pape Das.Linux at gmx.de
Thu May 4 14:36:09 UTC 2017


> On 04.05.2017, at 16:33, Esteban Lorenzano <estebanlm at gmail.com> wrote:
> 
> B3D plugin is still broken for me :(

win32?
Well, I just made it compile, to be frank.
Maybe we should disable again for the time being?

Best regards
	-Tobias

> 
> 
>> On 3 May 2017, at 19:08, Tobias Pape <Das.Linux at gmx.de> wrote:
>> 
>> 
>> 
>>> On 03.05.2017, at 17:51, Eliot Miranda <eliot.miranda at gmail.com> wrote:
>>> 
>>> 
>>> Hi Tobias,
>>> 
>>>   first, apologies.
>>> 
>> 
>> No need.
>> 
>>> 
>>>> On May 3, 2017, at 8:17 AM, Tobias Pape <Das.Linux at gmx.de> wrote:
>>>> 
>>>> 
>>>> Dear all
>>>> 
>>>> a small summary of some latest issues.
>>>> 
>>>> 1. With the pulling of the Pharo sources (see PR #55), there was one unguarded change that messed up ctrl-... keystrokes for Squeak. Since the input event handling in Pharo is now completely different from Squeak's, this change probably makes sense for Pharo. 
>>>> Hence, I guarded the change[1] to Pharo only.
>>>> 
>>>> 2. I put that into the repo. Meanwhile, Eliot has worked on B3D.
>>>> This changes broke the build for windows. Yes, this was also mentioned in a commit comment[2].
>>>> However, since this work looks decidedly in-progress and not-windows-centered (which is totally fine), I would have recommended to put such work in a dedicated branch.
>>>> This could have been done via
>>>> 
>>>> $ git checkout -b eliot-B3D-fixes Cog
>>>> 
>>>> and then committing and pushing to this branch
>>>> (commit would still be `git commit` or `scripts/gitci` for that matter, 
>>>>  push would be `git push origin eliot-B3D-fixes`)
>>>> 
>>>> That way, all the changes and the (decidedly) broken parts would have been isolated to that branch.
>>> 
>>> I promise not to do this again.  I have to practice the branching to make it a habit.
>> 
>> Yeah, I can understand. I also still need to practice for that habit. I
>> 
>>> Some times I fool myself into thinking that I can get away with a fee commits because I'm in the timezone I'm in.  Must stop doing this ;-)
>>> 
>> 
>> ;) Well, Just see If I'm on Skype or so and ask away, sometimes it could just work.
>> 
>>> 
>>>> 
>>>> Since I needed a working windows VM with the fixes for (1.), I have gone forward and
>>>> 
>>>> 3. I added back the logging stuff for B3D/DirectX[3]. Eliot, I hope this is matches your intentions?
>>> 
>>> The intent is to have one copy of the logging code in
>>> 
>>>   platforms/Cross/plugins/B3DPluginAccelerator/sqOpenGLRenderer.c/.h, not several copies in every platform.  Let's please make the win32 platform work like this too.
>> 
>> It wont do. Because we have a separate Direct3D renderer that does not include the .h or link to the .c file.
>> By default, the win32 build operates in dual-mode where the OpenGL/Direct3D-selection is made at runtime, but can also operate completely without OpenGL.  In this case, none of that stuff would be thereā€¦
>> (That's why the verbosity-flag had not gl attached before, I presume)
>> It's now done in a way that tries to use the sqOpenGLRenderer debugging stuff if present, else provides its own.
>> Does that make sense?
>> 
>> Best regards
>> 	-Tobias
>> 
>>> 
>>>> 
>>>> 4. Eliot's B3D Debugging code relies on getImageName which is defined in sq.h. Yet it seems to have always been missing on Win32? 
>>>> I added it hence[4].
>>>> 
>>>> Best regards
>>>>  -Tobias
>>>> 
>>>> 
>>>> [1]: https://github.com/OpenSmalltalk/opensmalltalk-vm/commit/d1f88876025e437eaeb480658cd72b2112dff7aa
>>>> [2]: https://github.com/OpenSmalltalk/opensmalltalk-vm/commit/c94ebce7b49e657839c0923ba52d801ba5101826
>>>> [3]: https://github.com/OpenSmalltalk/opensmalltalk-vm/commit/e23c5aaae39540e7dc32e240f820f8cd433955be
>>>> [4]: https://github.com/OpenSmalltalk/opensmalltalk-vm/commit/aa9503fd8c372b38c086d2daf7d3d2cf9e0453be
> 



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