[Vm-dev] Recent changes.

Esteban Lorenzano estebanlm at gmail.com
Thu May 4 14:33:12 UTC 2017


B3D plugin is still broken for me :(


> 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 <mailto: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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