[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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