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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#50
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I will make a comprehensive testing and report the results.

I would assume HD-Rec has more problems, since it really squeezes out everything from the OS. (RTG, AHI, CAMD etc.)

There are some problems with icon loading, as far as I can see with NTUI, and for some reason it tends to freeze now and then...
I will probably start a new thread and keep you updated.

Posted on: 2013/5/9 20:53
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#49
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@Wanderer

A good result in the end, imho.

Posted on: 2013/5/9 19:59
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
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@wanderer, olaf
hd-rec, tuited, is this really working for you guys?

Posted on: 2013/5/9 19:05
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
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Awesome. Most of the Apps work, even AmegaOne works now flawlessly. Thanks!

(now, was it that painful?)

Posted on: 2013/5/9 15:27
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#46
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example cube

Attach file:



jpg  (0.00 KB)


Posted on: 2013/5/8 22:29
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
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Thank you to you and Georg a lot. It has definitely improved and now all Amiblitz examples that crashed in the past work

Screenshot of cube example below

Posted on: 2013/5/8 22:25
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#44
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hdrec
http://sourceforge.net/projects/hd-rec/files/?
and tuited
http://aminet.net/package/text/edit/TuiTED
both fully load now, though on hadrec neither gui elements nor menus seem to take any effect, also window refresh seem to block after using menus (the areas overimposed by menus stay blank). on tuited menus work, but the text display area stay blank (black).

Posted on: 2013/5/8 17:47
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
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Here is AROS ROM with Georg's patch applied:

http://download.aros3d.org/software/aros-amiga-m68k-chunky.zip

Posted on: 2013/5/8 16:50
Krzysztof

"There is no such thing as software for free. If it is not the user who covers the cost of software creation with money, it is the developer who covers this cost with his own free time."

www.aros3d.org
www.twitter.com/ddeadwood
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#42
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Quote:

Wanderer wrote:
Of course I am teasing you here to get a discussion running, forgive me


Its all good.

Quote:

But a fact is, that CGX has a function called LockBitmapTagList(), and it is described in the CGX documentation what it is supposed to do.
The return value should be checked of course, like any other function that can potentially fail. I changed that in my code.


Don't take this the wrong way - but your reading what you want into it. Its described in the documentation as being required, but so is dealing with failure to lock the bitmap since it isn't guaranteed to succeed. The circumstances for it failing are irrelevant - your code has to handle both scenarios or your cutting corners.

Quote:

But the question remains if this is a valid implementation, if it ALWAYS fails. You could write an OS where fopen() always fails. Surly, if your application is correctly written, it can gracefully terminate with an error message, but it wont get productive.


It doesn't always fail - some drivers do/can allow it, but at the end of the day it is upto the driver. All you can do is handle the situation gracefully or have code which only works if the lock succeeds (=bad IMHO).

Quote:

The CGX docu says it CAN fail, sure, but always?


Irrelevant.

Quote:

The docu also says this is the only legal way to access the bitmap directly. Means in return, AROS does not provide the functionality to access a bitmap directly. And this means Extra code for software developers or the software wont run on AROS.


Nor on AmigaOS if a driver decides to not allow acces to the bitmap.

Quote:

EDIT:
If I cannot access the bitmap directly, I need to do the follwong workaround:

- allocate pixelarray that can hold the bitmap data
- ReadPixelArray()
- manipulate the pixelarray
- WritePixelArray()
- free pixelarray

instead of

- manipulate bitmap

The memory overhead is the pixelarray (which can get quite large for large images) and the runtime overhead is two large memory swapps form/to the bitmap. Actually I do this if I manipulate foregin bitmaps, like from a Window. But I really would like to avoid this for private, well defined pixelformat bitmaps.

Imagine you want to do a panic save of your work in a Paint program, because you run low on memory. There is no way to make another huge allocation just for saving the bitmap. And AROS has no VMEM, I guess, to compensate this.


Your working on the assumption that you have to do the whole bitmap in one go which is incorrect - the size of buffer you use to perform the rendering is entirely upto yourself (and subject to what you decide gives the best balance of performance). Hell you could do it a few pixels, or a row, or a section of the bitmap at a time if that floats your boat.

Ultimately, the CGFX doc say you ARE supposed to provide this fallback for situations where the lock does not succeed - so in not doing this, you are in the wrong - and that's why your code fails on AROS.

Posted on: 2013/5/8 10:38
Resized Image
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Re: AROS68k: zlib.library (68k/WOS) crashes immediatly
#41
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Of course I am teasing you here to get a discussion running, forgive me

But a fact is, that CGX has a function called LockBitmapTagList(), and it is described in the CGX documentation what it is supposed to do.
The return value should be checked of course, like any other function that can potentially fail. I changed that in my code.

But the question remains if this is a valid implementation, if it ALWAYS fails. You could write an OS where fopen() always fails. Surly, if your application is correctly written, it can gracefully terminate with an error message, but it wont get productive.

The CGX docu says it CAN fail, sure, but always? The docu also says this is the only legal way to access the bitmap directly. Means in return, AROS does not provide the functionality to access a bitmap directly. And this means Extra code for software developers or the software wont run on AROS.

EDIT:
If I cannot access the bitmap directly, I need to do the follwong workaround:

- allocate pixelarray that can hold the bitmap data
- ReadPixelArray()
- manipulate the pixelarray
- WritePixelArray()
- free pixelarray

instead of

- manipulate bitmap

The memory overhead is the pixelarray (which can get quite large for large images) and the runtime overhead is two large memory swapps form/to the bitmap. Actually I do this if I manipulate foregin bitmaps, like from a Window. But I really would like to avoid this for private, well defined pixelformat bitmaps.

Imagine you want to do a panic save of your work in a Paint program, because you run low on memory. There is no way to make another huge allocation just for saving the bitmap. And AROS has no VMEM, I guess, to compensate this.




Posted on: 2013/5/8 8:30
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