Recent changes.

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Recent changes.

Tobias Pape
 
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.
   
   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?

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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Re: Recent changes.

Eliot Miranda-2
 
Hi Tobias,

    first, apologies.


> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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.  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 ;-)


>
>   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.
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Re: Recent changes.

Tobias Pape
 

> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>
>
> Hi Tobias,
>
>    first, apologies.
>

No need.

>
>> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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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Re: Recent changes.

EstebanLM
 
B3D plugin is still broken for me :(


On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:



On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:


Hi Tobias,

  first, apologies.


No need.


On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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



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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Re: Recent changes.

Tobias Pape
 

> On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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 <[hidden email]> wrote:
>>
>>
>>
>>> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>>>
>>>
>>> Hi Tobias,
>>>
>>>   first, apologies.
>>>
>>
>> No need.
>>
>>>
>>>> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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
>>
>>>
>>>>
>>>> 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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Re: Recent changes.

EstebanLM
 

> On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:
>
>
>
>> On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?

no, for macOS.
I just pulled latest changes from osvm into pharo and… boom!

Esteban

>
> Best regards
> -Tobias
>
>>
>>
>>> On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:
>>>
>>>
>>>
>>>> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>>>>
>>>>
>>>> Hi Tobias,
>>>>
>>>>  first, apologies.
>>>>
>>>
>>> No need.
>>>
>>>>
>>>>> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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
>>>
>>>>
>>>>>
>>>>> 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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Re: Recent changes.

Tobias Pape
 

> On 04.05.2017, at 16:37, Esteban Lorenzano <[hidden email]> wrote:
>
>
>
>> On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:
>>
>>
>>
>>> On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?
>
> no, for macOS.
> I just pulled latest changes from osvm into pharo and… boom!
>
Well… I haven't touched this… eliot?

Best regards
        -Tobias

> Esteban
>
>>
>> Best regards
>> -Tobias
>>
>>>
>>>
>>>> On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:
>>>>
>>>>
>>>>
>>>>> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>>>>>
>>>>>
>>>>> Hi Tobias,
>>>>>
>>>>> first, apologies.
>>>>>
>>>>
>>>> No need.
>>>>
>>>>>
>>>>>> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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
>>>>
>>>>>
>>>>>>
>>>>>> 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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Re: Recent changes.

EstebanLM
 

On 4 May 2017, at 16:48, Tobias Pape <[hidden email]> wrote:



On 04.05.2017, at 16:37, Esteban Lorenzano <[hidden email]> wrote:



On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:



On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?

no, for macOS. 
I just pulled latest changes from osvm into pharo and… boom!

Well… I haven't touched this… eliot?

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: 

# 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


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

(yes, we need the -undefined flag :( )

I will be submitting the fix tomorrow.

Esteban


Best regards
-Tobias

Esteban


Best regards
-Tobias



On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:



On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:


Hi Tobias,

first, apologies.


No need.


On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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



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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Re: Recent changes.

philippeback
 
Oh, is this Balloon3D ?

Phil

On Thu, May 4, 2017 at 9:08 PM, Esteban Lorenzano <[hidden email]> wrote:

>
>
> On 4 May 2017, at 16:48, Tobias Pape <[hidden email]> wrote:
>
>
>
> On 04.05.2017, at 16:37, Esteban Lorenzano <[hidden email]> wrote:
>
>
>
> On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:
>
>
>
> On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?
>
>
> no, for macOS.
> I just pulled latest changes from osvm into pharo and… boom!
>
> Well… I haven't touched this… eliot?
>
>
> 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:
>
> # 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
>
>
> 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
>
> (yes, we need the -undefined flag :( )
>
> I will be submitting the fix tomorrow.
>
> Esteban
>
>
> Best regards
> -Tobias
>
> Esteban
>
>
> Best regards
> -Tobias
>
>
>
> On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:
>
>
>
> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>
>
> Hi Tobias,
>
> first, apologies.
>
>
> No need.
>
>
> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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
>
>
>
> 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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Re: Recent changes.

Eliot Miranda-2
 


> On May 4, 2017, at 1:14 PM, "[hidden email]" <[hidden email]> wrote:
>
>
> Oh, is this Balloon3D ?

Yes.  It has not worked for a long time and I'm trying my to get it to work again so that Terf can run on Spur.

>
> Phil
>
>> On Thu, May 4, 2017 at 9:08 PM, Esteban Lorenzano <[hidden email]> wrote:
>>
>>
>> On 4 May 2017, at 16:48, Tobias Pape <[hidden email]> wrote:
>>
>>
>>
>> On 04.05.2017, at 16:37, Esteban Lorenzano <[hidden email]> wrote:
>>
>>
>>
>> On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:
>>
>>
>>
>> On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?
>>
>>
>> no, for macOS.
>> I just pulled latest changes from osvm into pharo and… boom!
>>
>> Well… I haven't touched this… eliot?
>>
>>
>> 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:
>>
>> # 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
>>
>>
>> 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
>>
>> (yes, we need the -undefined flag :( )
>>
>> I will be submitting the fix tomorrow.
>>
>> Esteban
>>
>>
>> Best regards
>> -Tobias
>>
>> Esteban
>>
>>
>> Best regards
>> -Tobias
>>
>>
>>
>> On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:
>>
>>
>>
>> On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:
>>
>>
>> Hi Tobias,
>>
>> first, apologies.
>>
>>
>> No need.
>>
>>
>> On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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
>>
>>
>>
>> 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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Re: Recent changes.

Eliot Miranda-2
In reply to this post by EstebanLM
 
Hi Esteban,


On May 4, 2017, at 12:08 PM, Esteban Lorenzano <[hidden email]> wrote:


On 4 May 2017, at 16:48, Tobias Pape <[hidden email]> wrote:



On 04.05.2017, at 16:37, Esteban Lorenzano <[hidden email]> wrote:



On 4 May 2017, at 16:36, Tobias Pape <[hidden email]> wrote:



On 04.05.2017, at 16:33, Esteban Lorenzano <[hidden email]> 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?

no, for macOS. 
I just pulled latest changes from osvm into pharo and… boom!

Well… I haven't touched this… eliot?

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: 

# 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


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

(yes, we need the -undefined flag :( )

I will be submitting the fix tomorrow.

Let's talk this over.  Please don't change this.  I'm working on getting the Squeak bundle to work.  I now have it compiling and loading and a bit more (runs without error only in gdb's because at full speed it trips over itself; but there is still no visible output).  

If you want to fix the Pharo build in the short term simply remove B3DAcceleratorPlugin from plugins.ext.  I expect that the correct fix will be to change Makefile.plugin so that it respects the values set in the B3DAcceleratorPlugin/Makefile when building a Pharo-style dylib plugin.  


Esteban


Best regards
-Tobias

Esteban


Best regards
-Tobias



On 3 May 2017, at 19:08, Tobias Pape <[hidden email]> wrote:



On 03.05.2017, at 17:51, Eliot Miranda <[hidden email]> wrote:


Hi Tobias,

first, apologies.


No need.


On May 3, 2017, at 8:17 AM, Tobias Pape <[hidden email]> 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 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



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