[Bf-committers] AMD64 bit support issues

Ton Roosendaal ton at blender.org
Sat Nov 5 10:48:22 CET 2005


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...


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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