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88 lines
3.5 KiB
88 lines
3.5 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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namespace Magnum { |
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/** @page platforms-macos macOS |
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@brief Tips and tricks for macOS |
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@tableofcontents |
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@m_footernavigation |
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@todoc homebrew |
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@todoc code coverage |
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@todoc bundling, dmg cpack |
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With Apple decision to focus on Metal, macOS OpenGL support is stuck on version |
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4.2 (i.e., a version before compute shaders are available). |
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@section platforms-macos-opengl-best-practices Best practices |
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Official Apple documentation: |
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- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html) |
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- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) |
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@section platforms-macos-travis Setting up macOS build on Travis CI |
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A lot of Travis features is shared between Linux and macOS, see |
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@ref platforms-linux-travis for more information. |
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In general, a macOS build is done by adding the following to your `.travis.yml` |
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matrix build. See [the official documentation](https://docs.travis-ci.com/user/reference/osx/) |
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for more information. |
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@code{.yml} |
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matrix: |
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include: |
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- language: cpp |
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os: osx |
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compiler: clang |
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@endcode |
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Most of the build setup can be shared with Linux, as both systems have roughly |
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the same set of packages. For installing dependencies there's no builtin way, |
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but you can use Homebrew. Be aware that calling for example |
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@cb{.sh} brew install ninja @ce by default causes Homebrew to update itself |
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first. That currently (March 2018) takes almost two minutes. It's possible to |
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skip the update by setting an environment variable as shown below, however this |
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might fail in case you need a very recent version of a package. |
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@code{.sh} |
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HOMEBREW_NO_AUTO_UPDATE=1 brew install ninja |
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@endcode |
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@section platforms-macos-troubleshooting Troubleshooting |
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- @ref AbstractShaderProgram::validate() expects that the shader has a |
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properly configured framebuffer bound along with proper @ref Renderer |
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setup. That is often hard to achieve, so the function cannot be portably |
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used for shader validity testing. |
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- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on |
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macOS and gives zero results. |
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*/ |
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}
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