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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page platforms-ios iOS
@brief Building, testing and deploying apps for Apple iOS platforms
@tableofcontents
@m_footernavigation
With Apple decision to focus on Metal, iOS OpenGL ES support is stuck on
version 3.0 (i.e., a version before compute shaders are available).
See also @ref Platform::Sdl2Application for more information. Some of the
@ref platforms-macos "macOS platform-specific info" applies here as well.
@section platforms-ios-best-practices Best practices
Official Apple documentation:
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html)
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html)
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3)
@section platforms-ios-troubleshooting Troubleshooting
- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with
integer type and the filtering is not @ref Sampler::Filter::Nearest. Yes,
it shouldn't matter, but it does.
@todoc https://cmake.org/cmake/help/v3.8/prop_gbl/XCODE_EMIT_EFFECTIVE_PLATFORM_NAME.html and $<TARGET_FILE> property and https://gitlab.kitware.com/cmake/cmake/merge_requests/404, doesn't work for me on 3.10 and xcode 9.2 on Travis :/
@todoc CMake -G Xcode, testsuite integration, bundling, controlling xcode properties from cmake
@todoc CORRADE_TESTSUITE_BUNDLE_IDENTIFIER_PREFIX
@todoc alternatives - including *.a files manually in your xcode project
@todoc move stuff from Sdl2App
@todoc static plugins
@todoc travis setup
*/
}