Comments (13)
According to Xcode 10.1 release notes, The App Store and TestFlight don't accept submissions containing arm64e. Xcode will remove arm64e content from your app when you distribute from the Organizer window. (42296212)
.
So I think it is a bit early to publish a new release for arm64e
, but I will add support in build scripts. Do you have an arm64e
device, it would be great if I could test local builds on it?
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from mobile-ffmpeg.
Great 👍Let me complete my local tests and I'll let you know when the branch is ready.
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Hi mate, I pushed my local changes under dev-3.x-arm64e branch. Also published a beta release from this branch MobileFFmpeg Full GPL v3.0 - IOS framework with arm64e beta support. I hope you can find some time to test it on an arm64e
device.
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from mobile-ffmpeg.
Hi @Saren-Arterius. When mobile-ffmpeg
libraries are loaded, a CPU detection module guesses the running architecture and prints it on Xcode console: Loaded mobile-ffmpeg-x86-2.1.1
. This line shows the cpu architecture detected and loaded library version. I was expecting it to show arm64e
but I guess detected cpu architecture does not prove that loaded binary version has the same arch.
By the way, Xcode does not install an application if it doesn't have symbols for architecture of the connected device. Did you try to install one of the mobile-ffmpeg
releases (without arm64e
) to that device, what Xcode does in that scenario?
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Let me explain:
1- Let's say you have an application A, developed in Xcode without any dependencies. And suppose that you didn't disabled any of the supported architectures under Xcode -> Build Settings
(you build your application for all architectures).
When you try to install this application to a device/simulator, Xcode will only build architecture of that device/simulator and run your application. Since Xcode has the sources of your application it will build appropriate binary for that device and everything will work fine.
For example, if you use an arm64
device, then Xcode will build binary for arm64
architecture and run it, without any problems. If you have Iphone XS
and your Xcode version is 10.1
, then arm64e
arch will be build and installed, again without any problems.
- Let's say you have an application B, developed in Xcode with
mobile-ffmpeg
pod dependency.
When you try to install this application to a device/simulator, Xcode will first build your application and then will link it to mobile-ffmpeg
library.
For example, if you use an arm64
device, then Xcode will first build binary for arm64
architecture of your app and will try to link it with mobile-ffmpeg
library. If mobile-ffmpeg
library does not have arm64
symbols included in its framework/universal library then your build will fail and Xcode will warn that mobile-ffmpeg
library does not have arm64
symbols.
This is the scenario for arm64
or other architectures, but I'm not sure if it is the same for arm64e
. Maybe arm64e
has a compatibility mode to use arm64
.
from mobile-ffmpeg.
from mobile-ffmpeg.
Likely, nobody reported issues about could not build to iphone xs. I guess xcode allows arm64 libraries to be used in arm64e devices
If you have time you can try it yourself by running test-app under ios/test-app
folder.
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Yeah, just need to wait for my boss' ipad pro.
OK, thanks for helping me on this.
from mobile-ffmpeg.
arm64e
support added in v4.2 release.
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Related Issues (20)
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