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Mac platform support (intel and arm) #51
Commits on Nov 30, 2022
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Mac platform support for PhysX 5.1
Signed-off-by: moraaar <moraaar@amazon.com>
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Set the correct cmake parameters to build Mac arm64 and ignore some C…
…++ warnings Signed-off-by: moraaar <moraaar@amazon.com>
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Commits on Dec 2, 2022
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Merge branch 'release/104.1' into Mac_Support
Signed-off-by: moraaar <moraaar@amazon.com>
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Commits on Dec 3, 2022
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Commits on Dec 21, 2022
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Android platform support (NVIDIA-Omniverse#1)
## 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.${ANDROID_ABI}") ```` - PhysX Systems that require a CUDA capable GPU are not supported in Android, for example particle system or cloth simulation. ## Testing - Built PhysX 5.1 successfully on android in debug, checked, profile and release using `PX_GENERATE_STATIC_LIBRARIES` set to both true and false. The right output binaries were generated in `bin/android.arm64-v8a` - Built cmake `install` target successfully. It generated the correct output for Android under `install/android-29` folder, only including necessary headers for Android. - Runtime tested using `Open 3D Engine (O3DE)` with an early integration [branch](https://github.com/aws-lumberyard-dev/o3de/tree/PhysX5Support). The following video shows O3DE running PhysX 5.1 on Android. https://user-images.githubusercontent.com/27999040/203624867-6ed19905-d0dc-4dfe-943a-46e584fd9983.mp4 Signed-off-by: moraaar <moraaar@amazon.com>
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iOS platform support (NVIDIA-Omniverse#2)
## What's new? - Added iOS platform support to PhysX 5.1. - New build preset `ios64` added. Initial support focused on 64-bit arm8 architecture with NEON SIMD instructions. - Support for generating PhysX as either static libraries or iOS frameworks. - New iOS platform readme. ## Out of Scope The following points are considered out of scope, they can be added in the future: - Support for PhysX Snippets. - Support for Omniverse Visual Debugger (OmniPVD) . - Support for other architectures: 32-bit arm7 ## Known Errors/Limitations - The name of the bin folder for iOS will appear as `bin\UNKNOWN`. **To fix this nVidia has to modify the CMakeModules package it's downloaded from packman when building PhysX** (NVIDIA-Omniverse#59). The file that needs to be modified is `GetCompilerAndPlatform.cmake`, adding the following lines to the `if` condition inside `GetPlatformBinName` function: ```` ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "ios") SET(RETVAL "ios.arm_${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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Merge branch 'o3de/release/104.1' into Mac_Support
Signed-off-by: moraaar <moraaar@amazon.com>
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