Tarek-Aziz / gamekit

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Wrong dependency paths for iOS build #252

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. check out latest (r1119) gamekit code. 
2. follow build instructions on gamekit wiki to generate xcode project.
3. open xcode project to build target (iPhoneDemo).

What is the expected output? What do you see instead?
iPhoneDemo should run after build but instead, xcode reports a linker error 
near the end due to wrong dependency paths for two libraries: fbtFile and 
bfBlend. I've also seen this issue in older commits for the last a few months.

What version of the product are you using? On what operating system?
OS X 10.6.8
xcode 4.2

Please provide any additional information below.

Here are steps to fix the paths in xcode but this should ideally be fixed in 
cmake scripts somewhere:

1. select Target: IPhoneDemo
goto Build Settings => Linking => Other Linker Flags
Open the Debug line and insert the string in square bracket (similarly for 
other build configurations MinSizeRel RelWithDebInfo and Release):
/your/path/to/project/gamekit-read-only-r1119/FileTools/File/[bin$(EFFECTIVE_PLA
TFORM_NAME)]/Debug/libfbtFile.a
/your/path/to/project/gamekit-read-only-r1119/FileTools/FileFormats/Blend/[bin$(
EFFECTIVE_PLATFORM_NAME)]/Debug/libbfBlend.a

2. select Target: fbtFile
goto Build Settings => Build Locations => Per-configuration Build Products Path
change
    $(BUILD_DIR)/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)
to
    $(BUILD_DIR)/bin$(EFFECTIVE_PLATFORM_NAME)/$(CONFIGURATION)

3. repeat Step 2 for the target bfBlend.

Original issue reported on code.google.com by afterb...@gmail.com on 25 Jul 2012 at 8:24

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Hmm,..what cmake-version do you use? Seems that this platform-stuff was 
introduced in 2.8.6. The problem wiht iOS at the moment is that noone of the 
active commiters do have an iOS-system, so it is really hard to maintain this. 
Nevertheless I found this:

http://cmake.3232098.n2.nabble.com/Specifying-library-build-path-for-simulator-a
nd-device-for-an-iOS-target-in-Xcode-td6985862.html

Can you try to add:
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos;-iphonesimulator")
in following files:
[gamekit]/CMake/ConfigOgreKit.cmake Line 158
[gamekit]/CMake/ConfigIPhone.cmake Line 7

And:
config_target_if_iphone_build(fbtFile  TRUE)
in:
[gamekit]/Tools/FileTools/File/CMakeLists.txt last line

And:
config_target_if_iphone_build(bfBlend  TRUE)
In:
[gamekit]/Tools/FileTools/FileFormats/Blend/CMakeLists.txt last line

I couldn't test this, so I keep my fingers crossed. Would be great if you could 
test this and report back.

Thx for reporting

Original comment by thomas.t...@googlemail.com on 25 Jul 2012 at 10:21

GoogleCodeExporter commented 8 years ago

Original comment by thomas.t...@googlemail.com on 25 Jul 2012 at 10:21

GoogleCodeExporter commented 8 years ago
Ok, i commited a patch that should fix the issue. Plz, get the latest trunk 
version and try again. 

http://code.google.com/p/gamekit/source/detail?r=1120

ps: just saw that in the commit-description I have a typo in your username. 
Argh, sry about that.

Original comment by thomas.t...@googlemail.com on 25 Jul 2012 at 6:03

GoogleCodeExporter commented 8 years ago
Sorry I haven't got a chance to try anything until now. The new commit works! 
Thank Thomas for the prompt fix. 

I use cmake 2.8.8. 

All the iOS/OSX users reading this: we really should donate some money (maybe 
$20 each) to buy a mac for our main committers. Otherwise, this platform won't 
be so well supported. It's a little surprising not to see a lot active iOS 
developers to use gamekit (as opposed to android developers), who can also 
contribute to gamekit, given the iPad/iPhone's popularity. I got this 
impression after browsing gamekit.org. Maybe I'm wrong. I just got started to 
learn gamekit. 

Original comment by afterb...@gmail.com on 26 Jul 2012 at 5:36

GoogleCodeExporter commented 8 years ago
The new build worked for iphone simulator, but when I build for an actual 
iphone, there is another error:

#error The C preprocessor macro ARM_NEON_GCC_COMPATIBILITY must be defined. 
Pass -DARM_NEON_GCC_COMPATIBILITY=1 to the compiler.

I don't know if this can also be fixed in cmake files. In fact, I don't even 
know how to fix this inside the xcode project myself. At least I'm running out 
of time today for this. Any clues are very much appreciated.

Original comment by afterb...@gmail.com on 26 Jul 2012 at 7:54

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Hmm... again without testing:

go to gamekit/CMake/ConfigIPhone.cmake line4:
add_definitions(-DARM_NEON_GCC_COMPATIBILITY=1)

this should add the compile-flag to any lib that gets compiled in the iPhone 
project. Or lets say it different, any lib that calls 
"config_target_if_iphone_build(..)" in its CMakeLists.txt (you know the one 
call that missed for bfBlend and file)

Hopefully it works...

Original comment by thomas.t...@googlemail.com on 26 Jul 2012 at 9:25

GoogleCodeExporter commented 8 years ago
Hmm,..ok that is something bullet-related. Maybe erwin can help here out. The 
problem happens in btScalar.h line 177. Actually I'm not sure when to set 
ARM_NEON_GCC_COMPATIBILITY to 0 and when to 1.

Original comment by thomas.t...@googlemail.com on 26 Jul 2012 at 11:53

GoogleCodeExporter commented 8 years ago
I was able to kind of overcome this ARM_NEON_GCC_COMPATIBILITY issue. But not 
in a sufficent way. But I managed to compile it, by manually adding the 
-DARM_NEON_GCC_COMPATIBILITY=1 to the other c++ flags. This works, but only 
when the architecture is set to only support armv7. Apparently armv7 has NEON 
enabled by default and thus it works. armv6 does not and I did not yet find out 
how to enable it. 

Original comment by underd...@gmail.com on 26 Jul 2012 at 3:20

GoogleCodeExporter commented 8 years ago
Ok, since bullet is an external library with its own CMake-Files it won't be 
accessed by ConfigIPhone.cmake. So add_definitions(...) would have to be set in 
LinearMath's CMakelists.txt. But actually I'm not sure if that flag is meant to 
be set externaly.  I haven't that much time to dig deeper into that for now

Original comment by thomas.t...@googlemail.com on 26 Jul 2012 at 3:41

GoogleCodeExporter commented 8 years ago

Why do you want/need to build for iOS armv6?

Original comment by erwin.coumans on 26 Jul 2012 at 4:16

GoogleCodeExporter commented 8 years ago
@erwin: So would adding:

if (OGREKIT_BUILD_IPHONE)    
    add_definitions(-DARM_NEON_GCC_COMPATIBILITY=1)
endif()

to bullet/CMakeList.txt sufficient and can we assume this is true for every 
iOS-device? Or do we have to differ there? 

Original comment by thomas.t...@googlemail.com on 26 Jul 2012 at 5:35

GoogleCodeExporter commented 8 years ago
I played some more with xcode settings. Following the tip from "underd...", I 
could get the project to build for an iphone after adding that flag to the 
Other C++ Flags in xcode for the following 4 targets: LinearMath, 
BulletCollision, BulletDynamics, OgreKitCore and IPhoneDemo. Make them 5 
actually :). We need to do this for each build configuration. So far I only 
tried Debug. 

I only tried armv7 (that's the only option I have in my xcode). Here is the 
introduction to the NEON technology 
(http://wanderingcoder.net/2010/06/02/intro-neon/). Seems that armv6 is not 
compatible with this flag anyway.

A fundamental fix of the xcode project will be very nice.

Original comment by afterb...@gmail.com on 27 Jul 2012 at 7:07

GoogleCodeExporter commented 8 years ago
@erwin.co... Usually I try to build things in a way that they work for as many 
older devices as possible. But I don't know whether there are still armv6 
iphones around?

Original comment by underd...@gmail.com on 27 Jul 2012 at 11:44

GoogleCodeExporter commented 8 years ago
Anyone of you two iPhone-guys did try what I mentioned in comment 13?

Original comment by thomas.t...@googlemail.com on 27 Jul 2012 at 12:25

GoogleCodeExporter commented 8 years ago
Not yet, I can try tomorrow if I get to my desktop computer

Original comment by underd...@gmail.com on 27 Jul 2012 at 12:48

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Thomas, I tried Comment 13 but it's not enough. I still got the same error when 
building OgreKitCore. As I mentioned in my last post, 5 targets are affected. 
Comment 13 should only fix the first 3 of them. It should be straightforward to 
fix the rest 2 in a similar fashion. But as you asked before, I was also 
wondering if this is the proper fix by adding the flag to the cmake files. 

Original comment by afterb...@gmail.com on 28 Jul 2012 at 6:33

GoogleCodeExporter commented 8 years ago
Actually it is strange. The flag seems not to be not(?) used in the code at 
all. Setting 
#define ARM_NEON_GCC_COMPATIBILITY 1
before the if-statement actually make it compile (which is of course no 
solution)...
"comment 13" seems to have no affect at all!? At least when I compiled....not 
sure if cmake was updated properly. 

Well, but you can see the buggy (argh) iPhone-multitouch demo. (Seems to me 
that iPhone still have some real issues, especially input-control)

Original comment by tomag...@googlemail.com on 28 Jul 2012 at 9:27

GoogleCodeExporter commented 8 years ago
It looks like comment 13 worked for me.

I added

IF(OGREKIT_BUILD_IPHONE)    
        add_definitions(-DARM_NEON_GCC_COMPATIBILITY=1)
ENDIF()

to bullet/CMakeLists.txt and CMake/ConfigGameKit.cmake

But I still need to disable armv6 manually

Original comment by underd...@gmail.com on 30 Jul 2012 at 11:04

GoogleCodeExporter commented 8 years ago
but I still get one linker error:

Undefined symbols for architecture armv7:
  "_objc_copyCppObjectAtomic", referenced from:
      -[EAGLView mWindowName] in libRenderSystem_GLESStatic.a(OgreEAGLView.o)
      -[EAGLView setMWindowName:] in libRenderSystem_GLESStatic.a(OgreEAGLView.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Original comment by underd...@gmail.com on 30 Jul 2012 at 12:47

GoogleCodeExporter commented 8 years ago
ok. I found a solution to this linker error message. Apparently the ogre 
EAGLView doesn't compile properly in XCode 4.4. So I downloaded the ogre trunk 
and checked if the error was fixed in there and it is.  I had to change line 
number 44 from

@property (assign) String mWindowName;

to

@property (nonatomic, assign) String mWindowName;

I used the newest svn version (r1162). Thanks for already including         
add_definitions(-DARM_NEON_GCC_COMPATIBILITY=1) for all the bt* targets. But I 
had to set those definitions for the OgreKitCore and iPhoneDemo targets as well.

Original comment by underd...@gmail.com on 7 Aug 2012 at 11:45

GoogleCodeExporter commented 8 years ago
Ok, even though I only got a warning where you got an error. I commited your 
fix, and also added the ARM_NEON_... to the uppest CMakeLists.txt which worked 
for me...

Hope that works now.  Just a matter or seconds until the next iOS-issue :D

http://code.google.com/p/gamekit/source/detail?r=1163

Original comment by thomas.t...@googlemail.com on 7 Aug 2012 at 9:29

GoogleCodeExporter commented 8 years ago
I just noticed something else. To successfully build glres2 ogre render on for 
ios, I had to change the following block to 
http://code.google.com/p/gamekit/source/browse/trunk/Ogre-1.8rc/CMakeLists.txt#1
64

if (APPLE)
  if (OGRE_BUILD_PLATFORM_IPHONE)
        include_directories(${OGRELITE_SOURCE_DIR}/OgreMain/include/iPhone)
        include_directories(${OGRELITE_SOURCE_DIR}/OgreMain/include/OSX)
  else ()
        include_directories(${OGRELITE_SOURCE_DIR}/OgreMain/include/OSX)
  endif()
endif()

Original comment by underd...@gmail.com on 21 Aug 2012 at 6:12

GoogleCodeExporter commented 8 years ago
Great, will add this immediately

Original comment by thomas.t...@googlemail.com on 22 Aug 2012 at 12:22

GoogleCodeExporter commented 8 years ago
The latest version of Bullet trunk shouldn't need the 
ARM_NEON_GCC_COMPATIBILITY definition anymore.

Please remove it again from cmake/any build system.

Original comment by erwin.coumans on 31 Aug 2012 at 10:53

GoogleCodeExporter commented 8 years ago
I also noticed that in Xcode, the IPhoneDemo target was set to depend on most 
of other components such as OgreMain, but the dependencies list misses the 
following components: BulletCollison, BulletDynamics, LinearMath, 
RenderSystem_GLES, and Plugin_ParticleFX. This can be seen from the Build Phase 
page for IPhoneDemo.

This doesn't seem correct to me, as IPhoneDemo obviously depends on those 
left-out components. Is this also something to be fixed in the cmake script?

Original comment by afterb...@gmail.com on 8 Sep 2012 at 7:29

GoogleCodeExporter commented 8 years ago
Sorry, now I see OgreKitCore depends on BulletCollison, BulletDynamics, 
LinearMath, RenderSystem_GLES, and Plugin_ParticleFX. And IPhoneDemo depends on 
OgreKitCore. So it should be fine. 

But if I change something in RenderSystem_GLES, IPhoneDemo doesn't not 
recognize the changes. Maybe it's a Xcode bug, or the GameKit project settings 
somehow confused Xcode(?).

Original comment by afterb...@gmail.com on 9 Sep 2012 at 7:03