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Provide support for ARM64/M1 devices (Windows and macOS) #601
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Hey Bruno, Porting LWJGL means getting the CI pipelines to build its native dependencies for the new platform/architecture. LWJGL has a simple core that's easy to build, but the different bindings depend on native libraries with varying implementation quality and build complexity. Some will be trivial to build, others may require simple fixes we can apply on our own, sometimes we may have to wait for the upstream maintainers to do the work. A few might even be impossible to build. In any case, we don't need every dependency to release LWJGL and our build customizer can handle platforms/architectures with missing bindings. I'm guessing that Microsoft is mostly interested in getting Minecraft to run on ARM64. We could focus on bindings that Minecraft uses first, deal with the rest later. Those most likely include: We have a separate account for CI (LWJGL-CI). Each repository has a single "LWJGL CI" commit on top of the upstream commits. This commit includes the build scripts and any fixes that need to be applied. When the binding is updated, the CI commit is rebased on top of the new upstream commit. This keeps the history clean and enables interested users to easily identify in which state each binding has been built (it's always the As a test, I got GLFW to build on Windows ARM64 and macOS ARM64. It was straightforward:
One problem is that I don't have any hardware to test on, but I'm getting:
for https://build.lwjgl.org/nightly/windows/arm64/glfw.dll and
for https://build.lwjgl.org/nightly/macosx/arm64/libglfw.dylib. |
I've hit a showstopper. Looks like dyncall does not support Windows ARM64 yet. LWJGL uses dyncall to implement upcalls/callbacks from C to Java. It's the only dependency that is statically linked into the core LWJGL shared library. The only workaround I can think of is going back to libffi, but I'm not looking forward to it at all (it's a pita to build on Windows). |
Thank you @Spasi, that is really helpful. I'll look into the |
I can test macOS ARM64 with Minecraft, if there's a build available |
It seems like someone got LWJGL to build according to this. Edit: I built dyncall and it seems that it worked!
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Sorry for the late update. dyncall on macOS+AArch64I can confirm that dyncall on Windows+AArch64They following things had to be done:
The patches are here (generated via @Spasi I'm not sure how you go about https://github.com/LWJGL-CI/dyncall, but I assume you manually import it? I sent the patches to the dyncall maintainers, let's see if they merge it upstream at https://dyncall.org/pub/dyncall/dyncall/ . Also the CI config for Windows+AArch64 needs a slight update: Due to the CMake workaround, it's required to call (baby steps) Minecraft on Windows+AArch64Based on the Apple Silicon instructions that have been posted here ( https://gist.github.com/tanmayb123/d55b16c493326945385e815453de411a ), I tried to port it to Windows+AArch64: https://gist.github.com/lewurm/1b028bf3ebe46b46e406abc00bb580b1 .
Alas the |
Looks like you need to install the OpenGL compatibility pack. |
Ah cool, OpenGL is literally not supported on Windows 10 for arm64, unless it's exposed as a GL->D3D12 layer, with all the caveats it implies. Well at least it should be enough for Minecraft, but nothing else for now (ie, no GL4, nor GL 3 with commonly supported GL 4 extensions, possibly no performance improvement mods either since some of them use more advanced GL features). Is OpenGL even supported on the M1 OS version Apple ships? Or do you need some form of GL->Metal translation layer there too? |
GL is supported but the version is EDIT: Optifine works on Apple Silicon. |
Could you please tell me how did you make it work? |
Use this to get MultiMC(the x86_64 version) to run vanilla 1.16. |
By the way, can LWJGL2 get ported to |
Thank you for that @r58Playz! That indeed brings me a bit further with a black window popping up, but the application is shutting down after loading I run with |
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Thank you for your input @r58Playz!
Is that really the problem?
lwjgl3/modules/lwjgl/core/src/main/java/org/lwjgl/system/MemoryManage.java Lines 25 to 53 in 3c92f41
That looks okay to me. Am I missing something? And regarding opengl:
Sounds okay to me as well. |
Hello, an update: The dyncall bindings in LWJGL have now been replaced with libffi. Apologies to @lewurm and anyone else that spent time on getting dyncall to work on ARM64, your effort is much appreciated. However, I believe this was a necessary step towards supporting more platforms/architectures (libffi supports virtually everything we could ever need). This migration has also resolved a range of long-standing issues in LWJGL (e.g. dyncall couldn't handle structs returned by-value) and the new support for upcalls is both simpler and more efficient. For users that would like to help with the migration process or simply want to experiment with LWJGL, the nightly build (https://www.lwjgl.org/browse/nightly) now includes an up-to-date libffi static library for all current+future supported platform/architectures:
Next step is updating the CI infrastructure. Unfortunately, there was a major setback recently, with the changes to Travis CI's pricing model. The new plan is to migrate everything to Github Actions. I've made some testing with libffi (workflow here) and I'm happy with what I'm seeing so far. It will be great having everything in one place (vs some on Travis CI, some on AppVeyor). A couple of issues atm:
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The migration is moving along nicely. I found solutions to the above two issues and the following projects are now building with Github Actions:
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LWJGL The build customizer has been updated to include the two new architectures. You can now use it to download a bundle with the natives or get them via Maven/Gradle (the new classifiers are |
Thanks for your work. Currently I check LWJGL 3.3.0 snapshot 7 with the jmonkeyengine. I have problems with the initialization of OpenAL. In jme3, this works like this: I get then: I guess, you see immediately, how this has to be changed? Thanks! |
I just saw, that the OpenAL.dll in 3.2.3 is about 1MB, here it is only 300 KB. Could there be a problem i the build process? (Windows 64 bit and also Windows 32 bit) |
Ok, on Windows it is so that the new lwjgl-openal.jar works with the OLD OpenAL.dll on Windows 10. OLD means from 3.2.3 stable. Fr me it looks as if in the generation of the OpenAL binaries, there is something wrong ... |
LWJGL 3.3.0 snapshot 8 is available and the OpenAL-Soft natives will now work on Windows. Thanks for reporting this @Helic0pter! |
I ran Minecraft on Surface Pro X with native architecture (arm64). Details: MultiMC/Launcher#3025 (comment) Edit: easier version: https://github.com/adiantek/mc-spx |
* fix(GL): gl(En/Dis)ableClientState function lookup. Close LWJGL#602 Fixes lookup of deprecated functions that have been undeprecated by an OpenGL extension. * feat(libffi): restore libffi bindings * feat(build): minor improvements and fixes * feat(core): replace dyncall with libffi. Close LWJGL#283 * feat(core): remove dyncall bindings The only feature maintained is the dlGetLibraryPath function from dynload.h (very useful when org.lwjgl.system.DebugLoader is enabled). * build: bump version to 3.3.0 The replacement of dyncall with libffi is a major breaking change, so 3.2.4 is canceled and the next release will be 3.3.0. * feat(assimp): update to 5.0.1 * feat(bgfx): update to API version 112 * build: update dependencies * feat(generator): add link to invoke in callback class javadoc This enables better javadoc navigation inside IDEs. * feat(assimp): javadoc improvements * feat(demo): use custom aiFileIO to import models Creating a correct/complete custom aiFileIO solution is a bit tricky, so this implementation may be a good reference for LWJGL users. * feat(shaderc): update to 2020.5 * feat(spvc): update to 0.45.0 * fix(build): use https DTD URLs * feat(rpmalloc): update to 1.4.2 This is a pre-release build, needed for macos/arm64 compatibility. * build: add support for windows-arm64 & macos-arm64. Close LWJGL#601 * fix(rpmalloc): spin intrinsic on windows-arm64 * build: simplify cache-kotlinc Remove the annoying AWS credential check and allow skipping Kotlin code recompilation. * build: move kotlinc cache to the ci folder * build: javadoc fixes * build: increase javadoc Xmx * build: release macOS/Windows ARM64 natives * build: skip bgfx natives for Windows ARM64 * build: fix build.gradle.kts error * fix(core): bump version to 3.3.0 * fix(demo): font error check in nanovg demo * chore: remove deprecated methods * docs: new build status badge, add discord server * build: add .gitattributes file * feat(generator): automate virtual bitfield member generation * feat(Vulkan): update to 1.2.172 * feat(Vulkan): update to 1.2.172 (generated) * fix(generator): move library init before constants. Close LWJGL#630 A constant may be initialized with an expression that ends up calling a native method. If the library has not been initialized first, it will trigger an UnsatisfiedLinkError. * fix(core): use Unsafe cookies for field reads. Close LWJGL#632 * fix(Vulkan): javadoc issues * fix(Vulkan): make VK12 extend VK11 * fix(Vulkan): add 1.2 to the known versions array * fix(Vulkan): values of aliased tokens * build(vma): update Vulkan headers to 1.2.172 * feat(vma): update to 3.3.0-development * build(vma): fix compilation on clang * fix(vma): javadoc issues * feat(lmdb): update to 0.9.28 * chore(Vulkan): remove redundant statements * fix(Vulkan): default instance/device API versions The default instance & device API versions, when not specified by the user, now match what the Vulkan specification says they should be. - The default instance API version, when VkApplicationInfo is not specified or when its apiVersion value is 0, is now VK_API_VERSION_1_0 instead of the maximum version supported by the instance. - The default device API version, when not specified in the VkDevice constructor, is now the minimum of the instance API version and the API version supported by the physical device. - The API version stored in VKCapabilitiesDevice is now the version specified/derived in the VkDevice constructor, instead of always equal to the instance API version. Note that the highest API version the application targets, set with VkApplicationInfo and stored in VKCapabilitiesInstance, can be higher than the actual maximum version supported by the instance, as described in the Vulkan specification. * chore(Vulkan): remove experimental extension * docs: caps buffer factories must zero prefill * fix(Vulkan): VkAccelerationStructureInstance bitfield order * fix(stb): remove overloads with allocation context stb is already configured to use the LWJGL allocator internally. Passing a custom allocation context is unnecessary. * chore(Vulkan): simplify bitwise operations * feat(tinyfd): update to 3.8.7. Close LWJGL#623 * fix(tinyfd): javadoc issue * fix(GL): ListDrawCommandsStatesClientNV parameter type * feat(generator): move struct member javadoc to getters * feat(generator): struct member javadoc (generated) * feat(nanovg): update to latest version * feat(tinyexr): update to 1.0.0 * perf(xxhash): enable XXH3 dispatching * feat(zstd): update to 1.4.9 * build(xxhash): disabled AVX-512 Until LWJGL moves to a modern GCC. * build(xxhash): use GCC 4.9+ for AVX-512 * build(demo): update google fonts branch * fix(bullet): remove misplaced greek characters in JavaDoc * feat(lz4): update to 1.9.3 * fix(core): closure allocation tracking Also now logging which closure registry implementation is being used. On Linux, libffi switched to static trampolines and the executable address is now different from the closure address, so the ConcurrentHashMap implementation is necessary. * Start with the example for Vulkan with OpenXR * Create the session loop for the OpenXR-Vulkan example * My work-arounds to get my dev env for lwjgl working. DONT commit this in the actual lwjgl repository! * Create the swapchains * Prepare for rendering on the swapchains * Use an empty command buffer to prepare the actual rendering. This gets rid of the warnings that were shown due to some monado command buffer being used simultaneously * Remove some debug printlns * Process the improvements done by Sorenon * Start with the render pass and graphics pipeline * Continue with the graphics pipeline * Continue with the graphics pipeline * Nearly finish the initial graphics pipeline(s) * Fix the shaders and compile them * Finish initial graphics pipeline creation * Start with the render pass commands and some preparation I forgot * Nearly finish framebuffers * Clear color works now * Start with the vertex buffer and index buffer * DONT MAKE THIS STUPID MISTAKE EVER AGAIN * Finish the initial vertex and index buffer * Add a hardcoded camera matrix * Make it possible to reuse some code in the OpenXR-Vulkan example * Use the right camera matrix rather than the hardcoded one * Start with the small cube * Fix the small model * Start with tracking the hand position * Add hand pose tracking, but it is not really used yet. * Continue with hands tracking * Add push constant to invert colors (but still needs to be bound to inputs) * Split some utilities into a separate XRHelper class * Fix a stupid string terminator problem that messed things up on a Windows machine * Fix the handpose tracking math * Invert the Y-axis of the projection matrix (needed due to the Vulkan coordinate system) * Use a better projection fix * Improve the checking and handling of presence/absence of Vulkan extensions * Improve checking of Vulkan and OpenXR results * Improve selection of swapchain depth format * Performance improvements (not needed for 5k cubes, but examples are supposed to show the right way of doing things) * Invert the hand cube colors if the corresponding trigger is pressed. Unfortunately, I cant test this, so lets hope it works * Work on XRHelper * Use XRHelper also in the OpenXR with OpenGL example * Rename HelloOpenXR to HelloOpenXRGL * Rename Shaders to ShadersGL * Restore ShadersGL * Remove unneeded line * Document XRHelper.createGraphicsBindingOpenGL * Disable debugging safety check by default * Update OpenXR generated bindings Co-authored-by: Ioannis Tsakpinis <iotsakp@gmail.com> Co-authored-by: adam-risberg <35687607+adam-risberg@users.noreply.github.com> Co-authored-by: Leon Linhart <themrmilchmann@gmail.com> Co-authored-by: Sorenon <sorenonandstuffs@gmail.com>
Hi all,
I work on the Microsoft Java Engineering Group, and I'd like to openly discuss how we can help port LWJGL to Windows on ARM64 devices (e.g. Surface X) as well as macOS on Apple Silicon M1.
Best,
Bruno Borges
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