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APPLE: iOS Build script minimal #2035
APPLE: iOS Build script minimal #2035
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Made a small improvement to this |
Noting as well, building with python is not supported on iOS as is - wondering if we should make that explicit and automatically turn python building off if iOS? |
Following a rule of least surprise, I'd say the most surprising thing to someone building for iOS would be that Python was necessary to the run time. The least surprising thing would be that building for iOS, with Python, has to be explicitly enabled, and involves further challenges. So it makes eminent sense to me that iOS should default python building off. |
I concur that the default expectation of building on iOS would NOT be with python enabled.
That is not a typical expectation/workflow on iOS.
… On Sep 10, 2022, at 11:23 AM, Nick Porcino ***@***.***> wrote:
Following a rule of least surprise, I'd say the most surprising thing to someone building for iOS would be that Python was necessary to the run time. The least surprising thing would be that building for iOS, with Python, has to be explicitly enabled, and involves further challenges. So it makes eminent sense to me that iOS should default python building off.
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Filed as internal issue #USD-7633 |
Hi, I do apologies as this is the wrong place to ask this, but I have been trying to build this branch with no success and was wondering if someone would be so kind and help recommend what I might be doing wrong. I have pulled this branch and run the following once all the dependencies have been pulled and it starts building, I get a large amount of note prints
Those are just a few. Is there a way to build this branch so that in XCode you have the ability to Switch targets from OSX to iOS? as I would like to use this in a Swift App I am currently writing. |
@SimonBenAnderson I would love to know if there is newer information about having macOS and iOS targets in the same project generated from cmake, but according to this older issue, it's not possible, due to cmake's design - https://gitlab.kitware.com/cmake/cmake/-/issues/17805 I think the a method you could use today would be to build the USD libraries separately for macOS and iOS, and link those separately compiled libraries to your project. You'd have to make two build directories, and configure cmake separately, one directory for mac, and one for iOS, rather than trying to do both builds in the same directory. |
Hey Simon - I am trying to reproduce your issue - first guess is version of
Xcode!
Switching targets might be quite hard unless you’d have a way to create
custom targets that then point to differing configs.
The run ipad app on mac targer might be useful for you as well, have
confirmed this working there.
All the best,
Thor
Þann mán., 31. okt. 2022 kl. 05:22 skrifaði Simon ***@***.***
:
Hi, I do apologies as this is the wrong place to ask this, but I have been
trying to build this branch with no success and was wondering if someone
would be so kind and help recommend what I might be doing wrong.
I have pulled this branch and run the following
python3 ./build_scripts/build_usd.py --generator Xcode --no-python
--build-target ios ./USDInstall
once all the dependencies have been pulled and it starts building, I get a
large amount of note prints
note: Run script build phase 'Generate pxr/base/gf/CMakeFiles/gf_headerfiles' will be run during every build because the option to run the script phase "Based on dependency analysis" is unchecked. (in target 'gf_headerfiles' from project 'usd')
Run script build phase 'CMake PostBuild Rules' will be run during every build because the option to run the script phase "Based on dependency analysis" is unchecked. (in target 'usdUI' from project 'usd')
Those are just a few.
Is there a way to build this branch so that in XCode you have the ability
to Switch targets from OSX to iOS? as I would like to use this in a Swift
App I am currently writing.
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Thank you for the reply @meshula and @slingthor. I am currently building on an M1, OSXv13.0, Xcode 14.0.1. What version are you building with? at least I know I am using the correct command to build the ios version 😄 |
Right! So there is another PR for the renderer part, that one has to be
included as well, try that out! It was split initially to make the pr
smaller
I am on the current beta version!
Þann mán., 31. okt. 2022 kl. 20:15 skrifaði Simon ***@***.***
:
Thank you for the reply @meshula <https://github.com/meshula> and
@slingthor <https://github.com/slingthor>. I am currently building on an
M1, OSXv13.0, Xcode 14.0.1. What version are you building with? at least I
know I am using the correct command to build the ios version 😄
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@slingthor Thank you for the info, it build 100% 🍻 |
Cool :D Glad to know! We don't have a USDView on iOS yet, but if you have something to display a surface you should be good! |
If you haven’t already, you might want to take a look at this code from the most recent Apple Developer’s conference:
https://developer.apple.com/wwdc22/10141 <https://developer.apple.com/wwdc22/10141>
… On Oct 31, 2022, at 1:49 PM, Simon ***@***.***> wrote:
@slingthor <https://github.com/slingthor> Thank you for the info, it build 100% 🍻
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@slingthor at the moment if I can query the data/create files/ object instances then I am happy, as I am currently writing my own renderer for iOS, and wanted to leverage USD. Thanks @drwave I shall take a look at that code. Just wanted to say a huge thank you once again, for all the help |
…-dev-ios Merge PR PixarAnimationStudios#2035 APPLE: iOS Build script minimal
Description of Change(s)
The most minimal set of build script changes required to build iOS on top of earlier cross platform building PR.
See creijon#1
to visualise the change against cross compile
We pull the dependency ios.toolchain.cmake from https://github.com/leetal/ios-cmake/releases/tag/4.3.0 and treat it as a package dependency if we are building in iOS