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Mac Catalyst support #3
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Would mac catalyst support still be something you are interested in, @chrisballinger? |
I see no reason why we would not support this. It's just one more "iOS" platform to build for afaik. Although developers may be more interested into proper M1 support in the macOS SDK (I still need to figure out how big the difference there is between native iOS and macOS SDKs). |
Sounds like a fun project... |
On paper it should be trivial once done by someone familiar with Apple requirements. We can already build the Qt part of the codebase for M1 mac natively so it's just the matter of configuring the macOS and iOS builds properly. |
This PR is updating the version of this image's parent (`bionicbase`) to keep this image (`maplibreglnativeprivate`) up-to-date. It will be merged if all tests pass via `/merge-skip-owners`; if tests do not pass, it will require manual intervention. For more details please see the [docs about Automatic Updates](https://docs.lyft.net/eng/provisioningdocs/learning/automatic_updates.html). [Here is what's changed in `bionicbase`](lyft/containers@336a47d...c6be0ea). REVIEWS WERE BYPASSED
This will be trivial once Bazel has support for it: bazelbuild/rules_apple#658 |
Looks like this hard fork has already made some awesome progress towards addressing long standing issues in the old Mapbox SDK, like offline vector mbtiles, and XCFramework support.
Now that you already support XCFrameworks, supporting Mac Catalyst should be relatively straightforward. Binary components with custom build scripts will need the following additional architectures:
x86_64-apple-ios14.0-macabi
arm64-apple-ios14.0-macabi
You'll need to target macOS 11.0 (for Mac Catalyst / iOS 14.0) or higher for OpenGL ES support.
Cheers!
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