Magic Lantern Forum

Using Magic Lantern => Raw Video => Topic started by: alfo on June 03, 2013, 08:01:05 PM

Title: raw2dng on homebrew
Post by: alfo on June 03, 2013, 08:01:05 PM
Homebrew (http://mxcl.github.io/homebrew/ (http://mxcl.github.io/homebrew/)) is an easy package management system for OSX, and seems like the best way to distribute raw2dng.

I'd be happy to maintain a homebrew package for raw2dng.

Any thoughts?
Title: Re: raw2dng on homebrew
Post by: scrax on June 03, 2013, 08:05:20 PM
why not, I like homebrew more than macport and fink

is it hard to do, or can you point me to some tutorials?
Title: Re: raw2dng on homebrew
Post by: alfo on June 03, 2013, 08:07:06 PM
It involves writing some Ruby, so if you're competent then go for it:

brew create https://bitbucket.org/600dplus/magic-lantern-things/downloads/raw2dngOSX.zip

Otherwise I'll do it and send a pull request to mxcl who maintains it.
Title: Re: raw2dng on homebrew
Post by: scrax on June 03, 2013, 08:16:04 PM
Quote from: alfo on June 03, 2013, 08:07:06 PM
It involves writing some Ruby, so if you're competent then go for it:

brew create https://bitbucket.org/600dplus/magic-lantern-things/downloads/raw2dngOSX.zip

Otherwise I'll do it and send a pull request to mxcl who maintains it.

I have none in ruby, but go for it, it will be nice to have it in homebrew. Good idea.
Title: Re: raw2dng on homebrew
Post by: alfo on June 03, 2013, 08:43:09 PM
How do I compile raw2dng from the ML source?

Homebrew doesn't allow precompiled binaries, so I need the command that compiled raw2dng without compiling the whole of ML as well. I've been using gcc but to no effect.
Title: Re: raw2dng on homebrew
Post by: scrax on June 03, 2013, 09:33:50 PM
Quote from: alfo on June 03, 2013, 08:43:09 PM
How do I compile raw2dng from the ML source?

Homebrew doesn't allow precompiled binaries, so I need the command that compiled raw2dng without compiling the whole of ML as well. I've been using gcc but to no effect.
With make but from the module folder, not from main ML folder


raw_rec scrax$ make
~/arm-cs-tools/bin/arm-none-eabi-gcc-4.6.3 -Wp,-MMD,./raw_rec.d -Wp,-MT,raw_rec.o -nostdlib -fomit-frame-pointer -fno-strict-aliasing -DCONFIG_MAGICLANTERN=1 -DCONFIG_=1 -DRESTARTSTART= -DROMBASEADDR= -DVERSION=\"v2.3.NEXT.2013Jun03..C-Modes.scrax\" -DCONFIG_DEBUGMSG=0  -Os -Wall -W -Wno-unused-parameter -Wno-implicit-function-declaration -Wno-unused-function -Wno-missing-field-initializers -Wno-format -Wdouble-promotion -ffast-math -fno-trapping-math -fsingle-precision-constant -fshort-double -std=gnu99 -D__ARM__ -I../../platform/all -I../../src -I../../picoc -mthumb-interwork  -DMODULE -DMODULE_NAME=raw_rec    -c -o raw_rec.o raw_rec.c
[ MODULE   ]   raw_rec.mo
[ GCC      ]   raw2dng
[ GCC      ]   raw2dng
../lv_rec/raw2dng.c: In function 'main':
../lv_rec/raw2dng.c:36: warning: format '%d' expects type 'int', but argument 3 has type 'long unsigned int'
../lv_rec/raw2dng.c:36: warning: format '%d' expects type 'int', but argument 3 has type 'long unsigned int'
[ GCC      ]   raw2dng
Title: Re: raw2dng on homebrew
Post by: ebeigarts on October 21, 2014, 11:56:24 PM
I have created homebrew tap for Mac OS X users, so that it is easier to build cr2hdr and raw2dng.
https://github.com/ebeigarts/homebrew-magic-lantern