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94 lines
4.6 KiB
94 lines
4.6 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-ios iOS |
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@brief Building, testing and deploying apps for Apple iOS platforms |
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@tableofcontents |
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@m_footernavigation |
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With Apple decision to focus on Metal, iOS OpenGL ES support is stuck on |
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version 3.0 (i.e., a version before compute shaders are available). |
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See also @ref Platform::Sdl2Application for more information. Some of the |
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@ref platforms-macos "macOS platform-specific info" applies here as well. |
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@section platforms-ios-deploying Deploying iOS apps |
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@subsection platform-ios-deploying-signing Application signing |
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Apps have to be signed in order to run on iPhone. After generating the CMake |
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project, you'll have no code signing set up. In the Xcode go to the *General* |
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properties for given app target and enable automatic signing. First time you do |
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this for an account, you'll need to set up a certificate. Also note that in |
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case of free developer accounts, you have only a low limit of different bundle |
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IDs to install & launch in a day (usually just 10). Once you reach the limit |
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(for example when running a lot of test executables), you'll be prevented from |
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using new ones. A possible workaround is to reuse a bundle ID from an existing |
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app. |
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@subsection platform-ios-deploying-certificate Certificate trusting |
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When deploying with a developer account for given device for a first time, |
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you'll be prompted to verify your Developer Account. In the iPhone Settings, |
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go to *General* -> *Profiles & Device Management* and *trust* your certificate |
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there. |
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@subsection platform-ios-deploying-target Deplyoyment target |
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Generated Xcode projects by default require the iOS version to be matching the |
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iPhone SDK version. If you need to make the app running on older devices, set |
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the `CMAKE_OSX_DEPLOYMENT_TARGET` to desired version: |
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@code{.sh} |
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cmake . -DCMAKE_OSX_DEPLOYMENT_TARGET=10.1 # iOS 10.1 at least |
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@endcode |
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@section platforms-ios-best-practices Best practices |
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Official Apple documentation: |
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- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html) |
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- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html) |
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- [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) |
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@section platforms-ios-troubleshooting Troubleshooting |
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- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with |
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integer type and the filtering is not @ref SamplerFilter::Nearest. Yes, it |
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shouldn't matter, but it does. |
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@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 :/ |
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@todoc CMake -G Xcode, testsuite integration, bundling, controlling xcode properties from cmake |
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@todoc CORRADE_TESTSUITE_BUNDLE_IDENTIFIER_PREFIX |
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@todoc alternatives - including *.a files manually in your xcode project |
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@todoc move stuff from Sdl2App |
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@todoc static plugins |
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@todoc travis setup |
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*/ |
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}
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