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Forums > CSDb Discussions > VICE threaded UI test builds
2020-05-18 16:10

Registered: Dec 2001
Posts: 9317
VICE threaded UI test builds

In this thread i will post test builds of the (hopefully) soon to be merged threaded ui rewrite.

Linux and OSX users can always grab the current state from dqh's git repo here: https://github.com/dqh-github/vice-experiments/tree/threaded-ui.. (make sure to checkout the "threaded-ui-exp" branch after cloning the repo)

Please test and report back positive and negative results. Especially interesting right now are rendering errors/problems and unexpected crashes. Please tell exactly what OS you are using, and what GPU.

I will keep posting new windows builds here - starting with todays: https://sourceforge.net/projects/vice-emu/files/experimental%20..

64bit only right now - i'll have to figure out how to build proper 32bit binaries on my box (not that you should be still using a 32bit OS in 2020).
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2020-06-17 08:57

Registered: Jun 2019
Posts: 40
The strange thing is that sound is disabled during warp :/ When you get a change, i'd appreciate an ALSA vs Pulse replication test if you can
2020-06-17 21:45
Rastah Bar

Registered: Oct 2012
Posts: 222
I compiled the 32-bit version on Fedora LXDE and after "sudo x64sc" the outlines of the Vice window appear, but then this is aborted because:

No provider of glGetShaderiv found. Requires one of:
Desktop OpenGL 2.0
OpenGL ES 2.0

glxinfo | grep "version" shows:

server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
Max core profile version: 0.0
Max compat profile version: 1.4
Max GLES1 profile version: 1.1
Max GLES[23] profile version: 2.0
OpenGL version string: 1.4 Mesa 19.1.8
OpenGL ES profile version string: OpenGL ES 2.0 Mesa 19.1.8
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.0.16

Is there some package containing glGetShaderiv I should install?
2020-06-17 21:49

Registered: Jun 2019
Posts: 40
This branch currently requires OpenGL 3.2 - but i'll be backporting the previous VICE support for 'legacy' OpenGL sometime in the next few weeks. Mostly I just need an environment to test this in, will probably have to set up a VM. Thanks for the detailed info!
2020-06-17 21:54
Rastah Bar

Registered: Oct 2012
Posts: 222
You are welcome. Thanks for your efforts!
2020-06-18 00:54

Registered: Dec 2004
Posts: 823
Quote: The strange thing is that sound is disabled during warp :/ When you get a change, i'd appreciate an ALSA vs Pulse replication test if you can

When I switch to pulse, everything works fine.

I really think this is an issue with my machine, still need to test on my laptop.
please don't treat this as a bug-report :) first need to see if I can reproduce it on another machine, which I think I won't...
2020-06-18 07:42

Registered: Jun 2019
Posts: 40
Thanks for letting me know, regardless of the state of your system it shouldn't be possible for the emulation to lock up like that, so I do see this as a bug. I believe our ALSA sound code operates in a simple blocking mode, which almost certainly is related to what you're seeing. I almost always test with pulse so i'll switch to ALSA now.

I don't suppose you're familiar with gdb? If I could replicate it, i'd run it in gdb then break into the debugger when the deadlock occurs. Then i'd get gdb to dump a stack trace for each thread to see what it's currently doing. My guess is that the UI/main thread is stuck inside mainlock_obtain() whilst the vice thread is blocking on snd_pcm_writei(...).
2020-06-18 07:59

Registered: Jun 2019
Posts: 40
actually I have discovered a bug that could explain this, i'll let you know when there's a fix.
2020-06-18 09:58

Registered: Jun 2002
Posts: 1680
Hmms. did a git pull and when making now I get:
make[5]: *** No rule to make target `cairo_renderer.c', needed by `cairo_renderer.o'.  Stop.

Any ideas?
2020-06-18 12:49

Registered: Jun 2019
Posts: 40
Yep - autogen + configure again

Probably just configure actually, I changed makefiles but not configure.proto
2020-06-18 12:53

Registered: Jun 2019
Posts: 40
Burglar - I pushed a fix earlier but I can’t see how it could be directly responsible for the problem you described. But nonetheless it would be good to know if the problem persists with the latest code if you get a chance?
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