<gorgonic->
the compiler must be doing something like this
<gorgonic->
because after adding some more code guff the problem is gone
<geist>
hmm, actually guess mcmodel=kernel doesn't do anything on arm64
<gorgonic->
but i didn't actually *fix* it
<geist>
yah sounds like you have a heisenbug. okay, another question: is the stack 16 byte aligned?
<geist>
not sure why it'd result in this, but arm64 mandates 16 byte alignment
<gorgonic->
i think so. I need to provoke it to crash again, just a second
<gorgonic->
and now it won't do it
<gorgonic->
extremely disturbing, lol
<gorgonic->
okay there we go
<gorgonic->
stack is 16-byte aligned: ffffffc00014bc70
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<geist>
hmm, yea dunno with what you have
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<klange>
I think all my window spawn animations are now visibly crisper since they're not happening at the same the application is still trying to draw.
<klange>
Nice little change to the compositor, and only one app was missing an initial flip message - ironically, the windowing system test tool!
<klange>
And I've turned off animations for normal dropdown menus, and everything looks great, even under TCG. No weird rendering glitches!
<klange>
I should do that dwell time trick for menus, where there's a little delay before they switch so if you go diagonally from one menu to a submenu and cross a different menu entry it doesn't switch on you...
<klange>
My menu library is such a hack. It's a reimplementation of one I wrote in Python in the beforetimes, and the way it tracks input across the different menu windows is _something_...
<Izem>
klange: did you implement double buffering?
<klange>
Nah, supporting server-side double buffering would be a pretty big change. The plumbing is there for it, I guess, as the resize flow basically does it, but making it work nicely as an exposed functionality for clients will take some work.
<Izem>
I see
<klange>
This was a much smaller change to defer window-open animations until the first 'damage' message (which is called "flip" in all the code, but that's a misnomer given how it actually works...)
<Izem>
what component does the resize flow btw?
<klange>
Resize is a handshake process between the client and the server, it can be initiated by either side.
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<Izem>
interesting
<Izem>
that's cool
<klange>
Visual resizing is either directly iniated by the server when a user does alt+middle-mouse, or is initiated by the client-side decorator library via 'yutani_window_resize_start'.
<klange>
The window being resized is transformed by the common affine matrix bilinear scaler that also does rotations and animations, giving a somewhat-silly stretchy look to the "lazy resize".
<klange>
When that stops, the actual handshake process begins with a server-to-client "RESIZE_OFFER" message, which the client can accept, ignore, or respond to with its own REQUEST. When the client gets an OFFER it agrees with and sends an ACCEPT, the server will prepare a new texture buffer.
<klange>
Then the shared client lib takes care of receiving that, swapping around the client-side object, and binding the new texture. Then the client can draw into the new buffer, release the old buffer, and send a "DONE" message, at which point the server will swap to the new buffer, release its side of the old one, and now you've got a bigger or smaller window.
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