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tanersener avatar tanersener commented on August 27, 2024

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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Saren-Arterius avatar Saren-Arterius commented on August 27, 2024

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tanersener avatar tanersener commented on August 27, 2024

Great 👍Let me complete my local tests and I'll let you know when the branch is ready.

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tanersener avatar tanersener commented on August 27, 2024

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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Saren-Arterius avatar Saren-Arterius commented on August 27, 2024

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tanersener avatar tanersener commented on August 27, 2024

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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Saren-Arterius avatar Saren-Arterius commented on August 27, 2024

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tanersener avatar tanersener commented on August 27, 2024

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.

  1. 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.

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Saren-Arterius avatar Saren-Arterius commented on August 27, 2024

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tanersener avatar tanersener commented on August 27, 2024

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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Saren-Arterius avatar Saren-Arterius commented on August 27, 2024

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tanersener avatar tanersener commented on August 27, 2024

Yeah, just need to wait for my boss' ipad pro.

OK, thanks for helping me on this.

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tanersener avatar tanersener commented on August 27, 2024

arm64e support added in v4.2 release.

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