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iOS builds link again: gen_build.py leaves IOBluetooth out of the iOS frameworks, as it does Cocoa - #1906
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iOS builds link again: gen_build.py leaves IOBluetooth out of the iOS frameworks, as it does Cocoa#1906JakePre wants to merge 1 commit into
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… frameworks, as it does Cocoa The iOS project takes its frameworks from dm/host/Makefile's link line, skipping Cocoa only. Since a342d64 that line has -framework IOBluetooth (the Mac's own Bluetooth address for pairing Switch 2 controllers, read only under TARGET_OS_OSX in pad_switch2_apple.m), and the iOS SDK has no such framework, so every IPA build stopped at the link: "ld: framework 'IOBluetooth' not found". Found building Super Mario Galaxy for an iPhone from main plus the iOS wiring of seedds#1900. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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This was referenced Nov 9, 2026
2 tasks done
This was referenced Nov 9, 2026
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Thanks — landed on main as 9983d65, with you as co-author. Your diagnosis was right: since a342d64 the Makefile links IOBluetooth, and gen_build.py passed it to the iOS link. Instead of a list of Mac-only names, gen_build.py now asks the iOS SDK ( |
ycarogabriel-lgtm
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Nov 9, 2026
main 9983d65 (seedds#1906) fixed the iOS link that main's Bluetooth commit a342d64 had broken ("framework 'IOBluetooth' not found"), which was failing this PR's "Unsigned iOS app" job although the diff does not touch it. Merging it gives the job a tree that links, and re-runs every job of the PR on the current main, the Sanitizers one among them (its failure was an audio test under TSan, which this diff does not touch, and I cannot re-run a single job without admin rights). No conflicts, no change to this PR's own files. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
stan69b
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…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
dsi-hub
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… SDK has, so IOBluetooth (since a342d64, read only under TARGET_OS_OSX) and Cocoa stay out of the iOS link instead of failing it with "framework 'IOBluetooth' not found"; each one left out is named on stderr (PR seedds#1906) Co-authored-by: JakePre <130175182+JakePre@users.noreply.github.com> (cherry picked from commit 9983d65)
Know-It-All-Brother
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Nov 9, 2026
… SDK has, so IOBluetooth (since 88f05d5, read only under TARGET_OS_OSX) and Cocoa stay out of the iOS link instead of failing it with "framework 'IOBluetooth' not found"; each one left out is named on stderr (PR seedds#1906) Co-authored-by: JakePre <130175182+JakePre@users.noreply.github.com>
stan69b
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Nov 10, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
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Nov 10, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
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that referenced
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Nov 10, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
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Nov 12, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
pushed a commit
to stan69b/nxnative
that referenced
this pull request
Nov 12, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
pushed a commit
to stan69b/nxnative
that referenced
this pull request
Nov 12, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
stan69b
pushed a commit
to stan69b/nxnative
that referenced
this pull request
Nov 12, 2026
…ee's entrance with the guest in files and a 3.2 GB residency set; heavier views are GPU-bound "For an iPhone or iPad build" under Memory: the device (iPad Pro 11-inch 3rd generation, M1, 8 GB, iPadOS 27.0.1), the memory limit and headroom (7.97 GB of room against the 9 GB pool, so the guest in files; footprint 2.2-2.3 GB, headroom 5.87 GB at its lowest; working set 5,461 MB, residency set 3.2 GB with the GPU-only spans on), fps and GPU time (20.0 fps in every window of two 32-minute runs at the Deku Tree's entrance, GPU 34-35 ms, game speed 0.97-1.00; heavier views 54-67 ms of GPU, 11-12 fps and game speed 0.53-0.61; the title and game over screens 61 and 66-74 ms), no clock waits, no switch needed, and what is open: the heavy views' GPU time, a GPU hang on an earlier build in the draws of PR seedds#1842's M1 hangs, one kernel data abort, and PR seedds#1906 for an iOS build on 7ffa63c. Found on: "Textures in GPU-only memory took an allocation per description"; memory.md's two entries link the new section. The Open list's "no iOS run" line points at it.
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What and why
Every IPA built from
maincurrently stops at the link:The iOS project takes its frameworks from
dm/host/Makefile's link line throughdm/ios/tools/gen_build.py, and that script skipped onlyCocoa. Since a342d64, the line also has-framework IOBluetooth, for the Mac's own Bluetooth address when pairing Switch 2 controllers.pad_switch2_apple.mreads it only underTARGET_OS_OSX, but the iOS SDK has no such framework, so the link fails for every game.gen_build.pynow skips the Mac-only frameworks as a set:CocoaandIOBluetooth. One line, plus its comment.Checked
mainwith ios: Switch 2 controllers on iPhone and iPad #1900's wiring on top.dm/ios/testspass.Docs
🤖 Generated with Claude Code