armory3d / armortools

3D Content Creation Tools
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Could not load krom.js, aborting. [Apple Silicon, M1 Pro] #1504

Closed burakkurkcu closed 1 year ago

burakkurkcu commented 1 year ago

ArmorLab version: 414ce47b5d266133b427e28a7ae0a910370724c6

OS/device including version: Software: System Software Overview: System Version: macOS 13.1 (22C65) Kernel Version: Darwin 22.2.0 Boot Volume: Macintosh HD Boot Mode: Normal Secure Virtual Memory: Enabled System Integrity Protection: Enabled

Hardware: Hardware Overview: Model Name: MacBook Pro Model Identifier: MacBookPro18,1 Model Number: MK193TU/A Chip: Apple M1 Pro Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 16 GB System Firmware Version: 8419.60.44 OS Loader Version: 8419.60.44

Issue description: When I follow repo's README describing how to build for "macOS wip - apple silicon only" as below:

armorcore/Kinc/make --from armorcore -g metal
cp -a build/krom/ armorcore/Deployment
# Open generated Xcode project at `build/ArmorLab.xcodeproj`
# Build and run

Terminal operation completes with these logs:

burakkurkcu@Buraks-MacBook-M1-Pro armorlab % armorcore/Kinc/make --from armorcore -g metal
Using Kinc (ee8e0462) from /Users/burakkurkcu/UnityProjects/armorlab/armorcore/Kinc
kfile found.
Creating macOS project files.
Using Kha from /Users/burakkurkcu/UnityProjects/armorlab/armorcore
Creating Kha project.
Exporting asset 1 of 5 (Scene.arm).
Exporting asset 2 of 5 (default_brush.arm).
Exporting asset 3 of 5 (icons.png).
Exporting asset 4 of 5 (icons2x.png).
Exporting asset 5 of 5 (placeholder.png).
Exporting asset 1 of 24 (World_irradiance.arm).
Exporting asset 2 of 24 (World_radiance.hdr).
Exporting asset 3 of 24 (World_radiance_0.hdr).
Exporting asset 4 of 24 (World_radiance_1.hdr).
Exporting asset 5 of 24 (World_radiance_2.hdr).
Exporting asset 6 of 24 (World_radiance_3.hdr).
Exporting asset 7 of 24 (World_radiance_4.hdr).
Exporting asset 8 of 24 (World_radiance_5.hdr).
Exporting asset 9 of 24 (World_radiance_6.hdr).
Exporting asset 10 of 24 (World_radiance_7.hdr).
Exporting asset 11 of 24 (World_radiance_8.hdr).
Exporting asset 12 of 24 (black_white_gradient.png).
Exporting asset 13 of 24 (brdf.png).
Exporting asset 14 of 24 (color_wheel.png).
Exporting asset 15 of 24 (cursor.png).
Exporting asset 16 of 24 (font.ttf).
Exporting asset 17 of 24 (font13.bin).
Exporting asset 18 of 24 (font_mono.ttf).
Exporting asset 19 of 24 (ltc_mag.arm).
Exporting asset 20 of 24 (ltc_mat.arm).
Exporting asset 21 of 24 (noise256.png).
Exporting asset 22 of 24 (shader_datas.arm).
Exporting asset 23 of 24 (smaa_area.png).
Exporting asset 24 of 24 (smaa_search.png).
Exporting asset 1 of 1 (font_cjk.ttc).
Exporting asset 1 of 7 (base_color.json).
Exporting asset 2 of 7 (generic.json).
Exporting asset 3 of 7 (minecraft_mer.json).
Exporting asset 4 of 7 (unigine.json).
Exporting asset 5 of 7 (unity.json).
Exporting asset 6 of 7 (unreal.json).
Exporting asset 7 of 7 (xplane.json).
Exporting asset 1 of 1 (default.json).
Exporting asset 1 of 2 (de.json).
Exporting asset 2 of 2 (ja.json).
Exporting asset 1 of 6 (license.md).
Exporting asset 2 of 6 (license_esrgan.md).
Exporting asset 3 of 6 (license_onnx.md).
Exporting asset 4 of 6 (license_photo_to_pbr.md).
Exporting asset 5 of 6 (license_sd.md).
Exporting asset 6 of 6 (license_texsynth.md).
Exporting asset 1 of 5 (autosave.js).
Exporting asset 2 of 5 (hello_node_brush.js).
Exporting asset 3 of 5 (hello_world.js).
Exporting asset 4 of 5 (import_tiff.js).
Exporting asset 5 of 5 (import_txt.js).
Exporting asset 1 of 1 (keepme.txt).
Exporting asset 1 of 10 (license_fonts.md).
Exporting asset 2 of 10 (license_heapsfbx.md).
Exporting asset 3 of 10 (license_icons.md).
Exporting asset 4 of 10 (license_kinc.md).
Exporting asset 5 of 10 (license_lz4-wasm.md).
Exporting asset 6 of 10 (license_nfd.md).
Exporting asset 7 of 10 (license_stb.md).
Exporting asset 8 of 10 (license_tinydir.md).
Exporting asset 9 of 10 (license_v8.md).
Exporting asset 10 of 10 (license_zlib.md).
Exporting asset 1 of 1 (light.json).
Exporting asset 1 of 1 (readme.txt).
Compiling shader 1 of 8 (Material_mesh.frag.glsl).
Compiling shader 2 of 8 (Material_mesh.vert.glsl).
Compiling shader 3 of 8 (layer_copy.frag.glsl).
Compiling shader 4 of 8 (layer_copy_bgra.frag.glsl).
Compiling shader 5 of 8 (layer_copy_rrrr.frag.glsl).
Compiling shader 6 of 8 (layer_copy_rrrr.vert.glsl).
Compiling shader 7 of 8 (layer_view.vert.glsl).
Compiling shader 8 of 8 (mask_apply.frag.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Compiling shader 1 of 34 (Gizmo_overlay.frag.glsl).
Compiling shader 2 of 34 (Gizmo_overlay.vert.glsl).
Compiling shader 3 of 34 (bloom_pass.frag.glsl).
Compiling shader 4 of 34 (blur_adaptive_pass.frag.glsl).
Compiling shader 5 of 34 (blur_edge_pass.frag.glsl).
Compiling shader 6 of 34 (blur_gaus_pass.frag.glsl).
Compiling shader 7 of 34 (compositor_pass.frag.glsl).
Compiling shader 8 of 34 (compositor_pass.vert.glsl).
Compiling shader 9 of 34 (copy_mrt3_pass.frag.glsl).
Compiling shader 10 of 34 (cursor.frag.glsl).
Compiling shader 11 of 34 (cursor.vert.glsl).
Compiling shader 12 of 34 (deferred_light.frag.glsl).
Compiling shader 13 of 34 (deferred_light_voxel.frag.glsl).
Compiling shader 14 of 34 (deferred_light_voxel.vert.glsl).
Compiling shader 15 of 34 (histogram_pass.frag.glsl).
Compiling shader 16 of 34 (line.frag.glsl).
Compiling shader 17 of 34 (line.vert.glsl).
Compiling shader 18 of 34 (pass.vert.glsl).
Compiling shader 19 of 34 (pass_copy.frag.glsl).
Compiling shader 20 of 34 (pass_viewray.vert.glsl).
Compiling shader 21 of 34 (pass_viewray2.vert.glsl).
Compiling shader 22 of 34 (prefilter_envmap.frag.glsl).
Compiling shader 23 of 34 (smaa_blend_weight.frag.glsl).
Compiling shader 24 of 34 (smaa_blend_weight.vert.glsl).
Compiling shader 25 of 34 (smaa_edge_detect.frag.glsl).
Compiling shader 26 of 34 (smaa_edge_detect.vert.glsl).
Compiling shader 27 of 34 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 28 of 34 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 29 of 34 (ssgi_pass.frag.glsl).
Compiling shader 30 of 34 (ssr_pass.frag.glsl).
Compiling shader 31 of 34 (supersample_resolve.frag.glsl).
Compiling shader 32 of 34 (taa_pass.frag.glsl).
Compiling shader 33 of 34 (world_pass.frag.glsl).
Compiling shader 34 of 34 (world_pass.vert.glsl).
Done.
Compiling shader 1 of 2 (g1.frag).
Compiling shader 2 of 2 (g1.vert).
Done.
burakkurkcu@Buraks-MacBook-M1-Pro armorlab % cp -a build/krom/ armorcore/Deployment

After opening generated project in Xcode Version 14.2 (14C18), clicking run, build completes and runs but immediately closes with giving me error on Xcode console as: "Could not load krom.js, aborting."

You can see in screenshot below that copy is done successfully, krom.js and other contents of folder is copied and shown in Xcode project window as well.

image

Steps to reproduce: As I mentioned above, just follow the README section of "macOS wip - apple silicon only".

Bugiboop commented 1 year ago

I'm on Monterey--12.3.1, and it's a 13-inch (M1). I have the exact same problem mentioned above.

criskb commented 1 year ago

Im on 13.2 M1 Mac mini 2020 and get the same issue mentioned above

luboslenco commented 1 year ago

Thanks for report - will fix at https://github.com/armory3d/armortools/issues/1450.