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167 lines
6.3 KiB
167 lines
6.3 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 code coverage |
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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-bundle Bundle creation |
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While graphical applications *can* run "as is", directly from the compiled |
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executable, it's not possible to set various crucial properties of the app |
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such as @ref platforms-macos-hidpi "HiDPI" support --- for that you need to |
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create a bundle, specifying its options through a `*.plist` file. If you use |
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CMake, it provides [a builtin file](https://cmake.org/cmake/help/latest/prop_tgt/MACOSX_BUNDLE_INFO_PLIST.html) |
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with a few options and you can use it like this: |
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@code{.cmake} |
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add_executable(my-application main.cpp) |
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# ... |
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if(CORRADE_TARGET_APPLE) |
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set_target_properties(my-application PROPERTIES |
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MACOSX_BUNDLE ON |
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MACOSX_BUNDLE_BUNDLE_NAME "My Application" |
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MACOSX_BUNDLE_BUNDLE_IDENTIFIER "cz.mosra.magnum.my-application") |
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endif() |
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@endcode |
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The builtin file doesn't include all possible properties, however it's possible |
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to supply your own. A minimal file can look like this: |
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@code{.xml} |
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<?xml version="1.0" encoding="UTF-8"?> |
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> |
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<plist version="1.0"> |
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<dict> |
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<key>CFBundleDevelopmentRegion</key> |
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<string>en-US</string> |
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<key>CFBundleExecutable</key> |
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<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string> |
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<key>CFBundleIdentifier</key> |
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<string>cz.mosra.magnum.my-application</string> |
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<key>CFBundleInfoDictionaryVersion</key> |
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<string>6.0</string> |
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<key>CFBundleName</key> |
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<string>Magnum Triangle</string> |
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<key>CFBundlePackageType</key> |
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<string>APPL</string> |
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</dict> |
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</plist> |
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@endcode |
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If you name it `MacOSXBundleInfo.plist.in`, it can be supplied to the bundle |
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like below. The @cb{.cmake} ${MACOSX_BUNDLE_EXECUTABLE_NAME} @ce will get |
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automatically replaced with the target executable name. |
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@code{.cmake} |
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if(CORRADE_TARGET_APPLE) |
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set_target_properties(my-application PROPERTIES |
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MACOSX_BUNDLE ON |
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MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/MacOSXBundleInfo.plist.in) |
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endif() |
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@endcode |
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See [the official Apple Property List file documentation](https://developer.apple.com/library/content/documentation/General/Reference/InfoPlistKeyReference/Articles/AboutInformationPropertyListFiles.html) |
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for information about all options. |
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If you don't use CMake, these options can be set directly through Xcode UI, for |
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example. |
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@section platforms-macos-hidpi HiDPI (Retina) support |
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macOS and iOS is the only platform where HiDPI support of an app can't be |
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advertised programmatically. In case of CMake, you have to supply a custom |
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`*.plist` file with `NSHighResolutionCapable` enabled |
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(@ref platforms-macos-bundle "see above for details about creating bundles"): |
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@code{.xml} |
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<?xml version="1.0" encoding="UTF-8"?> |
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> |
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<plist version="1.0"> |
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<dict> |
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... |
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<key>NSHighResolutionCapable</key> |
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<true/> |
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</dict> |
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</plist> |
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@endcode |
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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 GL::AbstractShaderProgram::validate() expects that the shader has a |
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properly configured framebuffer bound along with proper @ref GL::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 GL::TimeQuery::timestamp() is not implemented |
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on macOS and gives zero results. |
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*/ |
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}
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