<azonenberg>
Yeah. Anyway, at this point i think your changes should be kept on the shelf until you figure out how to generate external debug symbols on all targets
<azonenberg>
debug builds will have integrated symbols, release builds will have external symbols, and the installers won't package them by default
<azonenberg>
but maybe have the CI upload the .debug files as a tarball in a separate artifact
<bvernoux>
I will do not really have time to focus on that
<bvernoux>
I'm ultra busy with tons of things
<bvernoux>
I want just to build correctly msi & portable apps stripped so far
<bvernoux>
to have something usable for anyone
<azonenberg>
hmm, maybe we should hold off on merging until i get johnsel or somebody else to figure this out then
<azonenberg>
because people crash dev builds all the time
<bvernoux>
yes
<azonenberg>
and i really want to avoid having stack traces without symbols
<azonenberg>
honestly i dont think we should be optimizing for file size at this stage of the project
<bvernoux>
SO far the issue is we have stack trace only for glscopeclient code
<bvernoux>
anything outside you have nothing
<bvernoux>
like if it is from static lib from vulkan SDK
<azonenberg>
well yes
<bvernoux>
as all is built as release
<azonenberg>
but at least you know where the crash happened in our code
<azonenberg>
and the file/line can tell you roughly what system function you called into
<azonenberg>
it's better than nothing
<bvernoux>
yes
<azonenberg>
also as long as you are working on build scripts
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[scopehal-apps] azonenberg 960253d - Imported icons from glscopeclient to ngscopeclient dir. Creeated TextureManager class, can now generate default textures with constant RGBA values. No descriptor binding yet.
<bvernoux>
I confirm Windows Builds are ok now
<bvernoux>
no missing shaders
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<ehntoo>
I wanted something to play around with in ngscopeclient, so I whipped up a quick driver for my GWInstek GPD-3303S linear power supply. https://github.com/ehntoo/scopehal/tree/gwinstek-gpdx303s I haven't actually tried the code yet, but was curious about if the approach I'm taking regarding output enables was correct. These power supplies has a
<ehntoo>
single ganged enable for all channels, so I return that all individual channels are enabled at all times and use the "master" enable as the ganged output enable that's available on-device.
<azonenberg>
ehntoo: I think we need to add some methods to the API
<azonenberg>
so that you can query the presence of a global enable and per channel enables
<azonenberg>
and the gui can hide the checkboxes for one or the other if you don't have both
<azonenberg>
your approach of the ganged enable being the master enable makes sense
<azonenberg>
but there needs to be a way to declare that the per-channel enables don't exist
<azonenberg>
We do this with a lot of other stuff, e.g. in the function generator class we have methods to check if it supports programmable rise/fall time for squarewaves
<ehntoo>
makes sense. I'll have a look at what's existing in other classes and stick an additional method in the PowerSupply.h interface.
<azonenberg>
Great. You'll also want to add some conditionals to PowerSupplyDialog
<azonenberg>
to not show the controls if that method returns false
<azonenberg>
The code should be pretty self explanatory
<azonenberg>
you can use FunctionGeneratorDialog as a reference since that has conditionally displayed widgets already
<azonenberg>
In general, i expect as we add support for more instruments we'll be adding a lot more feature flags like this
<azonenberg>
the Oscilloscope class is pretty mature because we support so many scopes
<azonenberg>
but PowerSupply, Multimeter, FunctionGenerator, and RFSignalGenerator basically only have drivers for the gear in my own lab
<azonenberg>
So we will find the abstraction evolving as we try to fit more gear into it
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[scopehal-apps] azonenberg 65ff6ac - WIP on texture uploading
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[scopehal-apps] azonenberg f67e99a - Fixed bug where VulkanWindow limited descriptor pool to max of 1 item. TextureManager can now create valid all-pink textures. No actual file loading yet.