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Re: [pygame] Watch for problems building pygame.transform on non-Windows operating systems.



nice one :)

Note, we can also use intel syntax asm with a gcc switch.  So we don't
need to write everything in gas inline syntax.

cu,


On Thu, Oct 16, 2008 at 12:59 PM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
> Cheers.
>
> I may have gone overboard here but this solves a vexing problem, how best to
> include assembly code in Pygame. Having assembly code routines in separate
> files has two problems. First, Python's distutils package lacks facilities
> for calling an assembler. Second, the portable C calling convention of 32
> bit x86 machines has been broken for 64 bit machines. Windows does it one
> ways, Unix another. No more cross platform x86 assembly routines. Wrapping
> the assembly code in a C routine takes care of the inconsistent calling
> conventions. But GCC has one form of x86 assembly code, Visual C another.
> Keeping two versions of the same code would be a pain. But GCC is cross
> platform, and MinGW produces VC compatible object files, now confirmed for
> VC 6.0 and VC 2003. So the inlined assembly code can be written for GCC,
> with an object file generated for use in Windows builds. This opens the door
> to other optimized routines in Pygame.
>
> Lenard
>
>
> claudio canepa wrote:
>>
>>
>> On Wed, Oct 15, 2008 at 10:26 PM, Lenard Lindstrom <len-l@xxxxxxxxx
>> <mailto:len-l@xxxxxxxxx>> wrote:
>>
>>    It's alive! It's alive! My monster lives. A VC body with a MinGW
>>    heart. HaHaHaHaHa...
>>
>> Cheers !!!
>>
>> gmail don't like ascii art, so it is atacched
>>
>> --
>>
>> claxo
>>
>
>
> --
> Lenard Lindstrom
> <len-l@xxxxxxxxx>
>
>