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Update libMoltenVK.dylib to support M1 chips #13771
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Hm, I wonder why the iOS MoltenVK dylib is so huge? does it also contain x64 bits for simulator on old macs? What do we do about signing? Should we instead use the static library approach? |
Programs built for iOS will always contain a lot of blank blocks. You can try to write a helloworld.c and compile it for iOS and macOS. Basically the size of the program built for iOS is about 56kb, and the size of the program built for macOS is about 1kb. |
Regarding codesign, the temporary method is to use a jailbroken device for testing. I have signed libMoltenVK.dylib for iOS with ldid, so if you use a jailbroken device to test it, it should be available directly. My knowledge of English is also extremely limited, so the language support comes from Google Translate. If you have any sentences that are difficult to understand, please tell me, and I will try my best to change the language and elaborate again. |
That was very easy to understand, thank you. Yes we then need to either add it as a proper third-party library, or statically link it. It feels to me that both will take some research but the latter (statically link) will be less likely to go wrong once it works... |
So now is vulkan working properly in the latest build now? |
imma try a couple different of games and iOS devices see if it would make any difference (with the latest build) |
Not really on iOS |
so it is not functional right now? |
@Halo-Michael why are you closing this? |
EDIT(hrydgard): Also adds new iOS MoltenVK. From new Vulkan SDK