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Hi Kenneth,
Thanks for the update.To answer your question: The projects I'm looking to use ANGLE for use XCode. Developed in XCode on a Mac OS X machines. Compiled and deployed from a Mac OS X machines onto iOS devices.I have other projects which use CMake or crosscompile to other architectures on Windows. I am considering ANGLE as a solution for those, especially with having to translate OpenGL to Vulkan. But its not the primary focus at the moment.I'll take a look at integrating ANGLE with iOS platform support now since you indicated its in a stable enough state to use and past most conformance tests.Are there any documents you recommend for integration besides the docs found here: https://github.com/google/angle/tree/main/doc
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HI Kenneth. I was able to build the Mac version of ANGLE successfully using GN and Ninja. However the GN command just hangs forever if I set target_os to ios.is_debug = true
target_cpu = "x64"
target_environment = "simulator"
target_os = "ios"After gn args ..., it just hangs with outputWaiting for editor on "/Users/xxx/args.gn"...
Generating files...
Another thing I find it weird on Mac was eglChooseConfig is crashing. It seems that the arguments in this function have wrong sizes. EGLDisplay is void *, and should be 8bytes, but the dpy in the bottom left window suggests it is larger than that. I was able to work around it by changing it to direct call to EGL_ChooseConfig, and the app is working. (I used MetalANGLE + EGL in the past, so almost no change needed to be made other than linking to libEGL.dylib and libGLESv2.dylib instead of MetalANGLE.xcframework)
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I just discovered I could append -v to gn to get a verbose output so I found out it hangs because it was trying to find code sign identity again and again. I waited a little bit more and the gn args command finishes.
I managed to get it working now after some tweaks to the code.
1. I need to make some changes to src/compiler/translator/tree_ops/vulkan/EarlyFragmentTestsOptimization.h. although I set enable_vulkan to false it still tries to compiles some of the source files in src/compiler/translator/tree_ops/vulkan2. src/libANGLE/renderer/metal/BUILD.gn add linking to "IOSurface.framework" and "QuartzCore.framework"3. Fix src/common/system_utils_posix.cpp, the existing code App/libGLES.framework/libGLES.framework is used for dlopen, where App/libGLES.framework/libGLES should be used instead
I still cannot get the catalyst version of ANGLE to buildIt errors:ninja: Entering directory `out/iOS'
ninja: error: '../../../../../../../../../Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/Library/Xcode/Agents/XCTRunner.app/XCTRunner', needed by 'obj/build/config/ios/XCTRunner', missing and no known rule to make itLooks like test related? Can I maybe just disable building tests?
> I'm not sure why this is happening - perhaps you're accidentally pulling in a system EGL header rather than ANGLE's headers. It's necessary for your application to use ANGLE's headers exclusively.Mac does not have EGL so there is no system header I think. I was not able to reproduce it on iOS, which is weirder because I actually expected the iOS version to have the same issue.
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yeah I'll try to upstream the changes in groups. it is relatively straightforward.
> How are you doing this build? I don't have any experience with Mac Catalyst.Good news is that I could get the catalyst build to work too. Need to change some code in gni files. It can be built by setting target_os = "ios" and target_environment = "catalyst"> For example if we're compiling Vulkan files we shouldn't be, let's fix the GN files.I think it is introduced here, not sure the reason tho based on the commentif (angle_enable_vulkan || use_fuzzing_engine || angle_enable_metal) {
_needs_glsl_base = true
_needs_glsl_and_vulkan_base = true
_uses_spirv = true
# This translator is needed by metal backend also.
sources += angle_translator_lib_vulkan_sources
}
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