[Bf-committers] AMD64 bit support issues
Ton Roosendaal
ton at blender.org
Sat Nov 5 10:48:22 CET 2005
Hi,
Where possible, pointers should cast to long. If we (happens in some
places) temporally store pointers in ints (Blender structs), theres a
bigger issue:
- either recode that to do it different
- or change the struct to use long (not much advised..., since this
temporal storage is typically hack)
- or devise a #define or function call that reliably converts the 64
bits address space back to an int, and vice versa (shifting addresses
three bits will give a 32 Gig address space).
That latter solution I like, but then we need a solution for recovering
the lost address space bits... this is OS/platform dependent, so could
be solved in a separate c file with a load of #defines...
-Ton-
On 27 Oct, 2005, at 23:43, Ken Hughes wrote:
> I've just built an AMD64 linux system with intention of making it my
> secondary development machine and helping with the port to 64-bits.
> (Maybe in the future I'll install WinXP64, Solaris, FreeBSD, and
> anything else I can get my hands on). I compiled without the game
> engine using scons and only had one error due to pointer size issues.
> Have just started trying to compile with the game engine. Reading
> back through the bug and patch trackers there are some posts about
> AMD64 patches (#2702 is game engine, #3264 seems general but doesn't
> include any patch!) but wondered where I should go next.
>
> I've run gcc with more warning switches enabled and started collecting
> pointer issues from there; should I examine and correct where
> necessary? For that matter, what is the "correct" way to fix pointer
> <-> number casts? Doesn't seem like just changing to a long is
> correct either.
>
> Is there anyone else tackling this problem as well? Want to share
> information?
>
> Ken
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Ton Roosendaal Blender Foundation ton at blender.org
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