[Vm-dev] Recent changes.

phil at highoctane.be phil at highoctane.be
Thu May 4 20:14:59 UTC 2017


Oh, is this Balloon3D ?

Phil

On Thu, May 4, 2017 at 9:08 PM, Esteban Lorenzano <estebanlm at gmail.com> wrote:
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> On 4 May 2017, at 16:48, Tobias Pape <Das.Linux at gmx.de> wrote:
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> On 04.05.2017, at 16:37, Esteban Lorenzano <estebanlm at gmail.com> wrote:
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> On 4 May 2017, at 16:36, Tobias Pape <Das.Linux at gmx.de> wrote:
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> On 04.05.2017, at 16:33, Esteban Lorenzano <estebanlm at gmail.com> wrote:
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> B3D plugin is still broken for me :(
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>
> win32?
> Well, I just made it compile, to be frank.
> Maybe we should disable again for the time being?
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> no, for macOS.
> I just pulled latest changes from osvm into pharo and… boom!
>
> Well… I haven't touched this… eliot?
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> I got it. B3D plugin Makefile asumes it will be building a bundle while Pharo does not use them.
> I need to rewrite it as this:
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> # The current version of B3DAcceleratorPlugin (the OpenGL interface) uses
> # FindWindow, GetWindowGreatestAreaDevice & GetWindowPort which are Carbon &
> # 32-bit only.  So include the Carbon frameworks.  Until this can be rewritten
> # this implies no 64-bit OpenGL on Mac OS X :-(.
>
> INCDIRS:=../../platforms/Cross/plugins/FilePlugin \
>          ../../platforms/unix/vm
> INCDIRS:=../../platforms/unix/vm
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>
> ifeq ($(VM),Pharo)
> EXTRALIBSFLAGS:=-undefined dynamic_lookup
> else
> # These three are imported from the VM.  Use this explicit list instead of
> # -undefined dynamic_lookup to get errors for any other missing imports.
> EXTRABFLAGS=-Wl,-bundle_loader,$(VMDIR)/$(VM)
> EXTRADYFLAGS=-Wl,-bundle_loader,$(VMDIR)/$(VM)
> endif
> EXTRALIBS:=$(EXTRALIBSFLAGS) -framework CoreFoundation -framework Carbon -framework OpenGL -framework AGL
>
> include ../common/Makefile.plugin
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> (yes, we need the -undefined flag :( )
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> I will be submitting the fix tomorrow.
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> Esteban
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> Best regards
> -Tobias
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> Esteban
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> Best regards
> -Tobias
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>
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> On 3 May 2017, at 19:08, Tobias Pape <Das.Linux at gmx.de> wrote:
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> On 03.05.2017, at 17:51, Eliot Miranda <eliot.miranda at gmail.com> wrote:
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> Hi Tobias,
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> first, apologies.
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> No need.
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> On May 3, 2017, at 8:17 AM, Tobias Pape <Das.Linux at gmx.de> wrote:
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> Dear all
>
> a small summary of some latest issues.
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> 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
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> $ git checkout -b eliot-B3D-fixes Cog
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> 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`)
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> That way, all the changes and the (decidedly) broken parts would have been isolated to that branch.
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> I promise not to do this again.  I have to practice the branching to make it a habit.
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> Yeah, I can understand. I also still need to practice for that habit. I
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> 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 ;-)
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> ;) Well, Just see If I'm on Skype or so and ask away, sometimes it could just work.
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> Since I needed a working windows VM with the fixes for (1.), I have gone forward and
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> 3. I added back the logging stuff for B3D/DirectX[3]. Eliot, I hope this is matches your intentions?
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> The intent is to have one copy of the logging code in
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> platforms/Cross/plugins/B3DPluginAccelerator/sqOpenGLRenderer.c/.h, not several copies in every platform.  Let's please make the win32 platform work like this too.
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> 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 there…
> (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
>
>
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> 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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