[Vm-dev] Recent changes.
Tobias Pape
Das.Linux at gmx.de
Wed May 3 17:08:02 UTC 2017
> 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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