Quantcast

issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

classic Classic list List threaded Threaded
12 messages Options
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Hello there. I've been trying to compile the example codes from the Windows Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES 1.0 Common Lite profile. My current commandline is:
arm-wince-mingw32ce-g++  -DARMV4 -D_ARM_ -DUNICODE -D_UNICODE -DPVRT_FIXED_POINT_ENABLE -DDEBUG -D_WIN32_IE=0x0400 -I/home/daniel/Desktop/testegl/Include -I/home/daniel/Desktop/testegl/Windows/Include  -L/home/daniel/Desktop/testegl/PocketPCARMV4/Lib       OGLESHelloTriangle_Windows.cpp -oteste.exe -llibGLES_CL

There are probably better ways to do it, but I want to make something easy to drop in and start compiling. Everything ALMOST works. I get the following messages from the compiler:
OGLESHelloTriangle_Windows.cpp: In function 'int WinMain(HINSTANCE__*, HINSTANCE__*, TCHAR*, int)':
OGLESHelloTriangle_Windows.cpp:163: error: 'MONITOR_DEFAULTTOPRIMARY' was not declared in this scope
OGLESHelloTriangle_Windows.cpp:163: error: 'MonitorFromPoint' was not declared in this scope
OGLESHelloTriangle_Windows.cpp:388: warning: passing NULL to non-pointer argument 3 of 'BOOL PeekMessageW(tagMSG*, HWND__*, UINT, UINT, UINT)'
OGLESHelloTriangle_Windows.cpp:388: warning: passing NULL to non-pointer argument 4 of 'BOOL PeekMessageW(tagMSG*, HWND__*, UINT, UINT, UINT)'

Im using the binary distribution 0.59 and Im using Ubuntu 9.04. The line causing the errors is the following:

163: hMonitor    = MonitorFromPoint(p, MONITOR_DEFAULTTOPRIMARY);

(I belive I shouldnt worry about the warnings, right?)

Im wondering. Its probably a missing include or perhaps a missing library (or both?). What should I do? And congrats for the amazing project.

cheers

Daniel "NeoStrider" Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


------------------------------------------------------------------------------
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Danny Backx
On Tue, 2010-02-09 at 09:15 -0200, Daniel Monteiro wrote:

> Hello there. I've been trying to compile the example codes from the
> Windows Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES
> 1.0 Common Lite profile. My current commandline is:
> arm-wince-mingw32ce-g++  -DARMV4 -D_ARM_ -DUNICODE -D_UNICODE
> -DPVRT_FIXED_POINT_ENABLE -DDEBUG -D_WIN32_IE=0x0400
> -I/home/daniel/Desktop/testegl/Include
> -I/home/daniel/Desktop/testegl/Windows/Include
> -L/home/daniel/Desktop/testegl/PocketPCARMV4/Lib
> OGLESHelloTriangle_Windows.cpp -oteste.exe -llibGLES_CL
>
> There are probably better ways to do it, but I want to make something
> easy to drop in and start compiling. Everything ALMOST works. I get
> the following messages from the compiler:
> OGLESHelloTriangle_Windows.cpp: In function 'int WinMain(HINSTANCE__*,
> HINSTANCE__*, TCHAR*, int)':
> OGLESHelloTriangle_Windows.cpp:163: error: 'MONITOR_DEFAULTTOPRIMARY'
> was not declared in this scope

Hmm, I'm not sure what you mean by "almost works" if it doesn't get
compiled yet :-)

Getting values for such symbols is often not so easy, we don't want to
start reading copyrighted Microsoft documents, that would affect the
cegcc license in a bad way.

However :
http://doxygen.reactos.org/da/d64/winuser_8h_source.html says the value
for this macro should be 1.

Also http://www.codeproject.com/KB/dialog/EnsureRectangleOnDisplay.aspx
confirms this.

> OGLESHelloTriangle_Windows.cpp:163: error: 'MonitorFromPoint' was not
> declared in this scope

This appears to be in our winuser.h but hidden behind the wrong
symbols :
#if (_WIN32_WINNT >= 0x0500 || _WIN32_WINDOWS >= 0x0410)
WINUSERAPI HMONITOR WINAPI MonitorFromPoint(POINT,DWORD);

Could you check whether use of the value 1 for the macro above helps you
out ?

        Danny

--
Danny Backx ; danny.backx - at - scarlet.be ; http://danny.backx.info


------------------------------------------------------------------------------
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Tried setting those by hand, but it generated link errors.
The said simbols actually looks like what I was looking for. Gonna try  those when I get home.
Also worth asking: Is it me or everything in WinMo is ARMv4, right?

cheers
Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/9 Danny Backx <[hidden email]>
On Tue, 2010-02-09 at 09:15 -0200, Daniel Monteiro wrote:
> Hello there. I've been trying to compile the example codes from the
> Windows Mobile 2003 SE SDK from Imagination Technologies for OpenGL ES
> 1.0 Common Lite profile. My current commandline is:
> arm-wince-mingw32ce-g++  -DARMV4 -D_ARM_ -DUNICODE -D_UNICODE
> -DPVRT_FIXED_POINT_ENABLE -DDEBUG -D_WIN32_IE=0x0400
> -I/home/daniel/Desktop/testegl/Include
> -I/home/daniel/Desktop/testegl/Windows/Include
> -L/home/daniel/Desktop/testegl/PocketPCARMV4/Lib
> OGLESHelloTriangle_Windows.cpp -oteste.exe -llibGLES_CL
>
> There are probably better ways to do it, but I want to make something
> easy to drop in and start compiling. Everything ALMOST works. I get
> the following messages from the compiler:
> OGLESHelloTriangle_Windows.cpp: In function 'int WinMain(HINSTANCE__*,
> HINSTANCE__*, TCHAR*, int)':
> OGLESHelloTriangle_Windows.cpp:163: error: 'MONITOR_DEFAULTTOPRIMARY'
> was not declared in this scope

Hmm, I'm not sure what you mean by "almost works" if it doesn't get
compiled yet :-)

Getting values for such symbols is often not so easy, we don't want to
start reading copyrighted Microsoft documents, that would affect the
cegcc license in a bad way.

However :
http://doxygen.reactos.org/da/d64/winuser_8h_source.html says the value
for this macro should be 1.

Also http://www.codeproject.com/KB/dialog/EnsureRectangleOnDisplay.aspx
confirms this.

> OGLESHelloTriangle_Windows.cpp:163: error: 'MonitorFromPoint' was not
> declared in this scope

This appears to be in our winuser.h but hidden behind the wrong
symbols :
#if (_WIN32_WINNT >= 0x0500 || _WIN32_WINDOWS >= 0x0410)
WINUSERAPI HMONITOR WINAPI MonitorFromPoint(POINT,DWORD);

Could you check whether use of the value 1 for the macro above helps you
out ?

       Danny

--
Danny Backx ; danny.backx - at - scarlet.be ; http://danny.backx.info



------------------------------------------------------------------------------
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Danny Backx
On Tue, 2010-02-09 at 16:43 -0200, Daniel Monteiro wrote:
> Tried setting those by hand, but it generated link errors.

Please specify what the problem is. coredll does contain the symbols
that I just added to winuser.h .

> The said simbols actually looks like what I was looking for. Gonna try
> those when I get home.
> Also worth asking: Is it me or everything in WinMo is ARMv4, right?

What exactly is your question ?

        Danny
--
Danny Backx ; danny.backx - at - scarlet.be ; http://danny.backx.info


------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Vincent Richomme
In reply to this post by Daniel Monteiro
On Tue, 9 Feb 2010 16:43:21 -0200, Daniel Monteiro
<[hidden email]> wrote:
> Tried setting those by hand, but it generated link errors.
> The said simbols actually looks like what I was looking for. Gonna try
> those when I get home.
> Also worth asking: Is it me or everything in WinMo is ARMv4, right?

I would say WinMo environment is ARMv4i (thumb mode).
For instance if we take native toolchain(Visual Studio) for Windows Mobile
you have ARMv4 for Pocket PC 2003
and then ARMv4i(thumb) for Windows Mobile. But you also have an option to
compile in ARMv5 or ARMv5T.
Since OEM are using a custom Visual Studio (called Platform Builder) I
could say that in the best case they compile
in ARMv5(T) but I would be surprised if they changed default settings.
So my final answer is yes Windows Mobile environnment is compiled in
ARMv4i but nothing prevents you to compile
your application(userland) with a better version if you target cpu
supports it.



------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Tried that with a SDL app of mine (http://angstron2.garage.maemo.org , the one Im trying to port to OpenGL ES), but the results were marginally better (tunning for xscale). Its kind of weird, since I tried it on my PXA270@315Mhz phone, running one of those chinese linuxes from Motorola and it performs significantly better (tunned for iwxmmt).Same goes to Nokia N770 (Omap1710@200Mhz and bigger resolution, tunned for arm926ej-s).

This leads me to belive the graphical subsystem is fundamently crippled with slow ARM4 code.

Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Vincent Richomme <[hidden email]>
On Tue, 9 Feb 2010 16:43:21 -0200, Daniel Monteiro
<[hidden email]> wrote:
> Tried setting those by hand, but it generated link errors.
> The said simbols actually looks like what I was looking for. Gonna try
> those when I get home.
> Also worth asking: Is it me or everything in WinMo is ARMv4, right?

I would say WinMo environment is ARMv4i (thumb mode).
For instance if we take native toolchain(Visual Studio) for Windows Mobile
you have ARMv4 for Pocket PC 2003
and then ARMv4i(thumb) for Windows Mobile. But you also have an option to
compile in ARMv5 or ARMv5T.
Since OEM are using a custom Visual Studio (called Platform Builder) I
could say that in the best case they compile
in ARMv5(T) but I would be surprised if they changed default settings.
So my final answer is yes Windows Mobile environnment is compiled in
ARMv4i but nothing prevents you to compile
your application(userland) with a better version if you target cpu
supports it.




------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Vincent Richomme
On Wed, 10 Feb 2010 09:05:55 -0200, Daniel Monteiro
<[hidden email]> wrote:
> Tried that with a SDL app of mine (http://angstron2.garage.maemo.org ,
the
> one Im trying to port to OpenGL ES), but the results were marginally
better
> (tunning for xscale). Its kind of weird, since I tried it on my
> PXA270@315Mhz phone, running one of those chinese linuxes from Motorola
and
> it performs significantly better (tunned for iwxmmt).Same goes to Nokia
> N770
> (Omap1710@200Mhz and bigger resolution, tunned for arm926ej-s).
>
> This leads me to belive the graphical subsystem is fundamently crippled
> with
> slow ARM4 code.
>
yes that's also my opinion about WinMo graphical implementation and that's
why Microsoft
is really late compared to maemo/iPhone ...
but may be due also to your openGL implementation on WM.


------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
I`ve not implemented OpenGL, but rather a simpler software renderer that sits on top of SDL+SDL_gfx. If it performs well under linux for the same processor and doesnt under WinMo, than SDL or WinMo is the cullprit - but since SDL is using GAPI, I hardly suspect of SDL.

cheers
 
Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Vincent Richomme <[hidden email]>
On Wed, 10 Feb 2010 09:05:55 -0200, Daniel Monteiro
<[hidden email]> wrote:
> Tried that with a SDL app of mine (http://angstron2.garage.maemo.org ,
the
> one Im trying to port to OpenGL ES), but the results were marginally
better
> (tunning for xscale). Its kind of weird, since I tried it on my
> PXA270@315Mhz phone, running one of those chinese linuxes from Motorola
and
> it performs significantly better (tunned for iwxmmt).Same goes to Nokia
> N770
> (Omap1710@200Mhz and bigger resolution, tunned for arm926ej-s).
>
> This leads me to belive the graphical subsystem is fundamently crippled
> with
> slow ARM4 code.
>
yes that's also my opinion about WinMo graphical implementation and that's
why Microsoft
is really late compared to maemo/iPhone ...
but may be due also to your openGL implementation on WM.



------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Some update on the issue:
Got to compile the code with some minor modification but now, when running on my device (a Dell Axim x50v running Windows Mobile 5) it complaing with some invalid characters followed by "failed (12296)". Is there any lookup table where I can take a look at the error codes? Is this a typical error?

thanks

Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Daniel Monteiro <[hidden email]>
I`ve not implemented OpenGL, but rather a simpler software renderer that sits on top of SDL+SDL_gfx. If it performs well under linux for the same processor and doesnt under WinMo, than SDL or WinMo is the cullprit - but since SDL is using GAPI, I hardly suspect of SDL.

cheers

 
Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Vincent Richomme <[hidden email]>
On Wed, 10 Feb 2010 09:05:55 -0200, Daniel Monteiro

<[hidden email]> wrote:
> Tried that with a SDL app of mine (http://angstron2.garage.maemo.org ,
the
> one Im trying to port to OpenGL ES), but the results were marginally
better
> (tunning for xscale). Its kind of weird, since I tried it on my
> PXA270@315Mhz phone, running one of those chinese linuxes from Motorola
and
> it performs significantly better (tunned for iwxmmt).Same goes to Nokia
> N770
> (Omap1710@200Mhz and bigger resolution, tunned for arm926ej-s).
>
> This leads me to belive the graphical subsystem is fundamently crippled
> with
> slow ARM4 code.
>
yes that's also my opinion about WinMo graphical implementation and that's
why Microsoft
is really late compared to maemo/iPhone ...
but may be due also to your openGL implementation on WM.




------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Ok, forget about it. Just got it working.
I will soon write a little guide to get things working and I will let you guys know, in case you're curious.

thanks for the help.

Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/15 Daniel Monteiro <[hidden email]>
Some update on the issue:
Got to compile the code with some minor modification but now, when running on my device (a Dell Axim x50v running Windows Mobile 5) it complaing with some invalid characters followed by "failed (12296)". Is there any lookup table where I can take a look at the error codes? Is this a typical error?

thanks


Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Daniel Monteiro <[hidden email]>

I`ve not implemented OpenGL, but rather a simpler software renderer that sits on top of SDL+SDL_gfx. If it performs well under linux for the same processor and doesnt under WinMo, than SDL or WinMo is the cullprit - but since SDL is using GAPI, I hardly suspect of SDL.

cheers

 
Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/10 Vincent Richomme <[hidden email]>
On Wed, 10 Feb 2010 09:05:55 -0200, Daniel Monteiro

<[hidden email]> wrote:
> Tried that with a SDL app of mine (http://angstron2.garage.maemo.org ,
the
> one Im trying to port to OpenGL ES), but the results were marginally
better
> (tunning for xscale). Its kind of weird, since I tried it on my
> PXA270@315Mhz phone, running one of those chinese linuxes from Motorola
and
> it performs significantly better (tunned for iwxmmt).Same goes to Nokia
> N770
> (Omap1710@200Mhz and bigger resolution, tunned for arm926ej-s).
>
> This leads me to belive the graphical subsystem is fundamently crippled
> with
> slow ARM4 code.
>
yes that's also my opinion about WinMo graphical implementation and that's
why Microsoft
is really late compared to maemo/iPhone ...
but may be due also to your openGL implementation on WM.





------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Danny Backx
On Mon, 2010-02-15 at 17:21 -0200, Daniel Monteiro wrote:
> Ok, forget about it. Just got it working.
> I will soon write a little guide to get things working and I will let
> you guys know, in case you're curious.

Yes, please do.

        Danny

--
Danny Backx ; danny.backx - at - scarlet.be ; http://danny.backx.info


------------------------------------------------------------------------------
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW
http://p.sf.net/sfu/solaris-dev2dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: issues with MonitorFromPoint when compiling OpenGL ES 1.0 code

Daniel Monteiro
Ok folks, here is the blog post about compiling OpenGL ES code with CEGCC:
http://batterypoweredgames.blogspot.com/2010/03/compiling-opengl-es-code-with-cegcc.html

Daniel Monteiro
========================================
|_|0|_|  Linux Registered User #424188    
|_|_|0| http://batterypoweredgames.blogspot.com/
|0|0|0| Visit to grab games for your mobile device!
========================================


2010/2/15 Danny Backx <[hidden email]>
On Mon, 2010-02-15 at 17:21 -0200, Daniel Monteiro wrote:
> Ok, forget about it. Just got it working.
> I will soon write a little guide to get things working and I will let
> you guys know, in case you're curious.

Yes, please do.

       Danny

--
Danny Backx ; danny.backx - at - scarlet.be ; http://danny.backx.info



------------------------------------------------------------------------------
Download Intel&#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
_______________________________________________
Cegcc-devel mailing list
[hidden email]
https://lists.sourceforge.net/lists/listinfo/cegcc-devel
Loading...