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Re: UTF8.library compiled with G++ vs GCC
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@LiveForIt

https://en.wikipedia.org/wiki/Name_mangling

If I understand your problem correctly, I might try a solution that uses gcc to compile the required Amiga parts (C API) and g++ to compile the normal C++ code. And link using g++.

But you need to provide extern "C" glue to call C++ from C. It's normal.

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Re: NVMe device driver
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@LiveForIt

What symbols?

I don't understand why it wouldn't be possible to use C++ internally in some library. I thought Warp3D Nova was written in C++, using even boost smart pointers etc.

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Re: Lsof AmigaDOS?
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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

If problem is now that ScummVM is using the compositing driver for SDL_Renderer, then please open SDL2 prefs and select "software" as driver, or just set the variable on shell:

setenv SDL_RENDER_DRIVER "software"

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

If you modify the ini file directly, try to set gfx_mode to "surfacesdl". Probably same what Raziel suggested.

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Re: Task scheduler
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@Hypex

Thanks for testing.

If CPUClock busy loops, then it is probably ready all the time.

I seem to have added CPUClock task to "idlers" list so system is considered to be idling even though CPUClock is spending free CPU. https://github.com/capehill/tequila/blob/master/profiler.c#L276

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

ScummVM should be able to do software rendering. I don't remember which menu you should check.

There is also Wazp3D which should allow Warp3D software implementation http://os4depot.net/?function=showfil ... brary/graphics/wazp3d.lha . So you might be able to use OpenGL (MiniGL) apps.

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Re: Lsof AmigaDOS?
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@Hypex

AROS on Linux seems to come with a task monitor. Not sure how portable it is (didn't check yet).

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Re: Task scheduler
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Tequila 1.0 is available. It has now a GUI mode too.

https://github.com/capehill/tequila/releases/tag/v1.0 or
http://capehill.kapsi.fi/top/Tequila-1.0.lha

@Ami603, please check your PM.

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Re: Shaderjoy 1.25
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1.25 is available on http://capehill.kapsi.fi . Changes:

- Add keyboard channel. Also remove some keyboard shortcuts to avoid conflicts.
- Add projects files (.sjp) for those example shaders that require textures.
- Replace text buttons with more compact images.
- Show busy pointer during shader compilation.
- Disable uninitialized variable check (in icon) due to glCompileShader issue with some shaders:
future ogles2.library should fix this.
- Fix loading of arexx.class.
- Fix busy looping of ChannelWindows.
- Refactor some GUI code.

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Re: Shaderjoy 1.24
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@trixie @salass00 @khayoz

Thanks. Code was using OpenClass but with a wrong path. Should be fixed for the next release.

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Re: Shaderjoy 1.24
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@khayoz

How often it happens? Are you able to check it using Snoopy?

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Re: Task scheduler
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@Raziel

Memory usage of each process requires patching lots of system functions.

Memory usage of a specific program is trivial if you can modify the source code. For example in C++ you can overload new/delete operators and you can redefine malloc/free and wrap everything else.

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Re: Task scheduler
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@joerg

I wish Exec would provide proper APIs to query CPU/stack/memory usage per task. I suppose most CPU meters are somewhat hacky. My second wish is that OS itself would provide some basic monitoring tools :)

Thanks for checking the sources. If somebody finds your top clone source code, it will interesting to read.

I took a screenshot of both top and tequila running at the same time: http://capehill.kapsi.fi/top/top_tequila.png

It seems that they mostly agree about performance, but top is more sophisticated, it is able to detect more tasks in general use.

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Re: Task scheduler
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@joerg

Kernel 54.20 didn't show task names (top, tequila). Kernel 54.46 seems to display those on both program. Nice.

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Re: Task scheduler
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@joerg

Here is a version from 2008:

http://capehill.kapsi.fi/top/

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Re: Task scheduler
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@nbache

Could you see also task names? Didn't ExecBase struct change recently, IIRC task lists are private now.

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Re: Task scheduler
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Joerg has sent this tool on beta list (Aug 1st 2008).

I can send this to Joerg and he can release it, or I can upload it somewhere with a license, if needed.

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Re: FHeroes2 V1.0 Heroes of Might and Magic II OS4 Port Help
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@SinanSam460

basic_string sources are in gcc:include/c++. You might be able to generate a stack trace by inserting asm("trap"); inside M_create before throw. I suppose the file is basic_string.tcc.

You should then rebuild your binary with debug flags, like -gstabs. You can build a helloworld app first, add trap there and test what you get.

EDIT: changed debug flag.


Edited by Capehill on 2023/3/15 17:52:42
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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

The shader you sent me doesn't validate. It's using "#version 300 es" and "texture2D". It should be using just "texture" in later version as far as I know. texture2D can be used with #version 150, for example.

I don't know who provides HAS_TEXTURE definition but if it should be provided by the application, one way to fix it is to add #define HAS_TEXTURE in the beginning, then it should compile.

#if defined(GL_ES)
#if !defined(HAS_ROUND)
#define round(x) (sign(x) * floor(abs(x) + .5))
#endif
#if !defined(HAS_TEXTURE)
#define texture texture2D
#endif
...

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