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Flow. Use string hash table to reduce cost of setAttribute in NvFlowEditor. #2

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merged 1 commit into from
Oct 31, 2022

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Flow. Use string hash table to reduce cost of setAttribute in NvFlowEditor.

@preist-nvidia preist-nvidia merged commit 0bae720 into release/104.0 Oct 31, 2022
@preist-nvidia preist-nvidia deleted the areidmeyer/flow_104 branch October 31, 2022 12:35
moraaar added a commit to moraaar/PhysX that referenced this pull request Dec 21, 2022
## What's new?
- Added iOS platform support to PhysX 5.1.
- New build preset `ios64` added. Initial support focused on 64-bit arm8 architecture with NEON SIMD instructions.
- Support for generating PhysX as either static libraries or iOS frameworks.
- New iOS platform readme.
        
## Out of Scope
The following points are considered out of scope, they can be added in the future:
- Support for PhysX Snippets.
- Support for Omniverse Visual Debugger (OmniPVD) .
- Support for other architectures: 32-bit arm7
        
## Known Errors/Limitations
- The name of the bin folder for iOS will appear as `bin\UNKNOWN`. **To fix this nVidia has to modify the CMakeModules package it's downloaded from packman when building PhysX** (NVIDIA-Omniverse#59). The file that needs to be modified is `GetCompilerAndPlatform.cmake`, adding the following lines to the `if` condition inside `GetPlatformBinName` function:
````
	ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "ios")
		SET(RETVAL "ios.arm_${LIBPATH_SUFFIX}")
````
- Python package used by packman is based on x86_64 architecture and generates the error `dyld[number]: missing symbol called` when run on an arm-based Mac. **To fix this nVidia has to add an ARM python package for mac into the packman scripts** (NVIDIA-Omniverse#60). As a temporary solution, use your system's python adding the environment variable `PM_PYTHON_EXT` before building (for example by adding `export PM_PYTHON_EXT="python3"` into your `.bash_profile` file).
- PhysX Systems that require a CUDA capable GPU are not supported in iOS, for example particle system or cloth simulation.
            
## Testing
- Built PhysX 5.1 successfully on iOS in debug, checked, profile and release using `PX_GENERATE_STATIC_LIBRARIES` set to both true and false. The right output binaries were generated in `bin/ios.arm_64`
- Built cmake `install` target successfully. It generated the correct output for iOS under `install/ios64` folder, only including necessary headers for iOS.
- Runtime tested using `Open 3D Engine (O3DE)` with an early integration [branch](https://github.com/aws-lumberyard-dev/o3de/tree/PhysX5Support). The following video shows O3DE running PhysX 5.1 on iOS.
https://user-images.githubusercontent.com/27999040/204574141-2e00c7bf-86b5-4e14-981f-6b80665a3ef7.mp4

Signed-off-by: moraaar <moraaar@amazon.com>
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2 participants