[Bf-committers] Status of OpenGL compatibility layer.

Brecht Van Lommel brechtvanlommel at pandora.be
Mon Dec 3 07:44:39 CET 2012


Hi Jason,

Thanks for the update, sounds good to me.

Brecht.

On Sun, Dec 2, 2012 at 8:18 PM, Jason Wilkins <jason.a.wilkins at gmail.com> wrote:
> I've been doing regular merges of the Swiss-cheese branch with trunk
> to keep the code from becoming stale.  In addition I've been working
> on testing and documentation.  All efforts have been slow but steady.
>
> There has been some creeping uncertainty that the merges are not
> perfect.  The merge seems to sometimes make some very bad decisions
> about how to merge and I seem to only catch these by luck.  I suspect
> it might have done things I did not happen to see.  I have made a
> giant patch that I intend to go over line by line and make sure
> everything makes sense.
>
> However, I've given up on merging the game engine, since I do not
> understand the differences between Swiss-cheese's and trunk's
> versions.
>
> There are several minor changes that I'd like to start merging into
> trunk and since we are at the beginning the next release cycle it
> seems like a good time.  These are just some things that present a
> headache when merging, so I'll get them reviewed and merged in now.
>
> I think it is very important that I devise a means to test all of the
> code before full review.  There are about 5,000 places where the new
> OpenGL layer is used throughout the code, but even opening all region
> types and displaying one of every kind of object only tests about 2000
> of those lines.  I have enabled code coverage and have a script I've
> written to help me gradually track all of these untested lines down
> and make sure they get run.
>
> I have written a rough draft of most of the documentation.  Since
> replacing deprecated functions requires a significant change in how
> basic things are drawn, the documentation needs to quite good because
> it will affect lots of contributors.  It needs to be both technically
> good by answering the question, "How do I do this now?," and manage
> the outrage factor the makes people as, "Why do I have to do this like
> this now?!" :-)
>
> I could probably do all of this in a week if I worked full time.
> Unfortunately, I cannot dedicate full time right now though, so I am
> aiming for end of the year.
>
> Summary:
> * I need to do a full self-review to make sure merging hasn't mangled anything.
> * Swiss-cheese's game engine is in a weird state due to differences
> from trunk I'm not familiar with.
> * I'm going to start submitting patches from Swiss-cheese to make
> maintenance easier.
> * I have a system in place to test and track the thousands of changes
> in drawing code
> * Documentation at this point might be good enough for reviewers but
> not for the community.
> * I estimate I have 40-50 hours of work to do before review, but I
> cannot do it all at once.
> * Aiming to start review immediately next year.
>
> Plan:
> 1st week: Self code review and create any patches that can be applied now
> 2nd-3rd week: Achieve full code coverage.  Automate if possible.
> Visually compare w/ trunk
> 4th week: Holiday
> 5th week: Profile and track down any performance problems.  Improve
> documentation.
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