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Mac platform support (intel and arm) #51

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@moraaar moraaar commented Nov 30, 2022

What's new?

  • Added Mac platform support to PhysX 5.1.
  • New build preset mac64 added. It supports 64-bit x86_64 architecture with SSE2 SIMD instructions.
  • New build preset mac-arm64 added. It supports 64-bit arm architecture with NEON SIMD instructions.
  • Support for generating PhysX as either static or dynamic libraries.
  • New Mac 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 x86

Known Errors/Limitations

  • The name of the bin folder for mac-arm64 will appear as bin\mac.x86_64. To fix this nVidia has to modify the CMakeModules package it's downloaded from packman when building PhysX. The file that needs to be modified is GetCompilerAndPlatform.cmake, modifying the mac lines of the if condition inside GetPlatformBinName function to this:
	ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "mac")
		IF(${PX_OUTPUT_ARCH} STREQUAL "x86")
			SET(RETVAL "mac.x86_${LIBPATH_SUFFIX}")
		ELSEIF(${PX_OUTPUT_ARCH} STREQUAL "arm")
			SET(RETVAL "mac.arm64")
		ENDIF()
  • 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. 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 Mac, for example particle system or cloth simulation.

Testing

  • Built PhysX 5.1 successfully on mac64 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/mac.x86_64
  • Built PhysX 5.1 successfully on mac-arm64 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/mac.arm64
  • Built cmake install target successfully. It generated the correct output for Mac under install/mac64 and install/mac-arm64 folders, only including necessary headers for Mac.
  • Runtime tested using Open 3D Engine (O3DE) with an early integration branch. The following video shows O3DE running PhysX 5.1 on mac64.
    https://user-images.githubusercontent.com/27999040/204763960-7fe2763e-c3b1-4c73-a6fb-ad3357ef02d3.mov

Signed-off-by: moraaar moraaar@amazon.com

Signed-off-by: moraaar <moraaar@amazon.com>
…++ warnings

Signed-off-by: moraaar <moraaar@amazon.com>
Signed-off-by: moraaar <moraaar@amazon.com>
Signed-off-by: moraaar <moraaar@amazon.com>
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CLAassistant commented Nov 30, 2022

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All committers have signed the CLA.

Signed-off-by: moraaar <moraaar@amazon.com>
@moraaar moraaar changed the base branch from release/104.0 to release/104.1 December 2, 2022 13:16
Signed-off-by: moraaar <moraaar@amazon.com>
## What's new?
- Added Android platform support to PhysX 5.1.
- New build preset `android-arm64-v8a` added. Initial support focused on 64-bit arm8 architecture with NEON SIMD instructions.
- Support for generating PhysX as either static or dynamic libraries.
- New android 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: arm7, x86, x86_64.
- Support for other SIMD instructions set: SSE.
        
## Known Errors/Limitations
- The name of the bin folder for android 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 "android")
		SET(RETVAL "android.${ANDROID_ABI}")
````
- PhysX Systems that require a CUDA capable GPU are not supported in Android, for example particle system or cloth simulation.
            
## Testing
- Built PhysX 5.1 successfully on android 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/android.arm64-v8a`
- Built cmake `install` target successfully. It generated the correct output for Android under `install/android-29` folder, only including necessary headers for Android.
- 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 Android.
https://user-images.githubusercontent.com/27999040/203624867-6ed19905-d0dc-4dfe-943a-46e584fd9983.mp4

Signed-off-by: moraaar <moraaar@amazon.com>
## 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>
Signed-off-by: moraaar <moraaar@amazon.com>
@moraaar
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moraaar commented Dec 21, 2022

Mac platform support has been submitted to the following PhysX fork where it will be maintained: https://github.com/o3de/PhysX

For more details see the following discussion: #58

@moraaar moraaar closed this Dec 21, 2022
@moraaar moraaar deleted the Mac_Support branch December 21, 2022 18:44
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