/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Vladimír Vondruš 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-macos macOS @brief Tips and tricks for macOS @tableofcontents @m_footernavigation @todoc homebrew @todoc code coverage @todoc bundling, dmg cpack With Apple decision to focus on Metal, macOS OpenGL support is stuck on version 4.2 (i.e., a version before compute shaders are available). @section platforms-macos-opengl-best-practices Best practices Official Apple documentation: - [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html) - [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) @section platforms-macos-travis Setting up macOS build on Travis CI A lot of Travis features is shared between Linux and macOS, see @ref platforms-linux-travis for more information. In general, a macOS build is done by adding the following to your `.travis.yml` matrix build. See [the official documentation](https://docs.travis-ci.com/user/reference/osx/) for more information. @code{.yml} matrix: include: - language: cpp os: osx compiler: clang @endcode Most of the build setup can be shared with Linux, as both systems have roughly the same set of packages. For installing dependencies there's no builtin way, but you can use Homebrew. Be aware that calling for example @cb{.sh} brew install ninja @ce by default causes Homebrew to update itself first. That currently (March 2018) takes almost two minutes. It's possible to skip the update by setting an environment variable as shown below, however this might fail in case you need a very recent version of a package. @code{.sh} HOMEBREW_NO_AUTO_UPDATE=1 brew install ninja @endcode @section platforms-macos-troubleshooting Troubleshooting - @ref GL::AbstractShaderProgram::validate() expects that the shader has a properly configured framebuffer bound along with proper @ref GL::Renderer setup. That is often hard to achieve, so the function cannot be portably used for shader validity testing. - `GL_TIMESTAMP` used by @ref GL::TimeQuery::timestamp() is not implemented on macOS and gives zero results. */ }