I tested Xcode 7 with but my cocos2d 2.1 games crash on simulator or on devices:
ccShader_PositionColorLenghtTexture_frag.h
2015-06-15 22:36:13.319 N
The accepted answer did not work for me, but this did.
Go to the file named CCGLProgram.m
Replace the entire method named - (BOOL)compileShader:(CLuint *)shader type(GLenum)typebyteArray:(const GLchar *)source
with this method
#define _IPHONE9_0 [[[UIDevice currentDevice] systemVersion] floatValue] == 9.000
#define EXTENSION_STRING "#extension GL_OES_standard_derivatives : enable"
static NSString * g_extensionStr = @EXTENSION_STRING;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type byteArray:(const GLchar *)source
{
GLint status;
if (!source)
return NO;
#ifdef _IPHONE9_0
NSLog(@"USING IOS9 shaders");
// BEGIN workaround for Xcode 7 ios9----
BOOL hasExtension = NO;
NSString *sourceStr = [NSString stringWithUTF8String:source];
if([sourceStr containsString:g_extensionStr]) {
hasExtension = YES;
NSArray *strs = [sourceStr componentsSeparatedByString:g_extensionStr];
assert(strs.count == 2);
sourceStr = [strs componentsJoinedByString:@"\n"];
source = (GLchar *)[sourceStr UTF8String];
}
const GLchar *sources[] = {
(hasExtension ? EXTENSION_STRING "\n" : ""),
#ifdef __CC_PLATFORM_IOS
(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
#endif
"uniform mat4 CC_PMatrix;\n"
"uniform mat4 CC_MVMatrix;\n"
"uniform mat4 CC_MVPMatrix;\n"
"uniform vec4 CC_Time;\n"
"uniform vec4 CC_SinTime;\n"
"uniform vec4 CC_CosTime;\n"
"uniform vec4 CC_Random01;\n"
"//CC INCLUDES END\n\n",
source,
};
#else
NSLog(@"USING IOS8 shaders");
const GLchar *sources[] = {
#ifdef __CC_PLATFORM_IOS
(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
#endif
"uniform mat4 CC_PMatrix;\n"
"uniform mat4 CC_MVMatrix;\n"
"uniform mat4 CC_MVPMatrix;\n"
"uniform vec4 CC_Time;\n"
"uniform vec4 CC_SinTime;\n"
"uniform vec4 CC_CosTime;\n"
"uniform vec4 CC_Random01;\n"
"//CC INCLUDES END\n\n",
source,
};
#endif
*shader = glCreateShader(type);
glShaderSource(*shader, sizeof(sources)/sizeof(*sources), sources, NULL);
glCompileShader(*shader);
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if( ! status ) {
GLsizei length;
glGetShaderiv(*shader, GL_SHADER_SOURCE_LENGTH, &length);
GLchar src[length];
glGetShaderSource(*shader, length, NULL, src);
CCLOG(@"cocos2d: ERROR: Failed to compile shader:\n%s", src);
if( type == GL_VERTEX_SHADER )
CCLOG(@"cocos2d: %@", [self vertexShaderLog] );
else
CCLOG(@"cocos2d: %@", [self fragmentShaderLog] );
abort();
}
return ( status == GL_TRUE );
}
NOTE: Wanted to write this as a comment but don't have enough reputation to write a comment, hence writing this as an answer:
The fix described by Reid does fix the issue. However it crashes on iOS 7 devices, because it uses containsString
method which is only available in iOS 8 and above
A simple change to the following line fixes the issue:
if([sourceStr containsString:g_extensionStr]) {
needs to be changed to:
NSRange range = [sourceStr rangeOfString:g_extensionStr];
if(range.length > 0) {
I'm "rae" on forum.cocos2d-objc.org and I might as well put my answer here as well, since all roads lead to StackOverflow. :-)
If you are using an older release of Cocos 2D, this may help. I edited CCGLProgram.m to change the beginning of the -(BOOL)compileShader: method thusly:
#define EXTENSION_STRING "#extension GL_OES_standard_derivatives : enable"
static NSString * g_extensionStr = @EXTENSION_STRING;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type byteArray:(const GLchar *)source
{
GLint status;
if (!source)
return NO;
// BEGIN workaround for Xcode 7 bug
BOOL hasExtension = NO;
NSString *sourceStr = [NSString stringWithUTF8String:source];
if([sourceStr rangeOfString:g_extensionStr].location != NSNotFound) {
hasExtension = YES;
NSArray *strs = [sourceStr componentsSeparatedByString:g_extensionStr];
assert(strs.count == 2);
sourceStr = [strs componentsJoinedByString:@"\n"];
source = (GLchar *)[sourceStr UTF8String];
}
const GLchar *sources[] = {
(hasExtension ? EXTENSION_STRING "\n" : ""),
#ifdef __CC_PLATFORM_IOS
(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
#endif
"uniform mat4 CC_PMatrix;\n"
"uniform mat4 CC_MVMatrix;\n"
"uniform mat4 CC_MVPMatrix;\n"
"uniform vec4 CC_Time;\n"
"uniform vec4 CC_SinTime;\n"
"uniform vec4 CC_CosTime;\n"
"uniform vec4 CC_Random01;\n"
"//CC INCLUDES END\n\n",
source,
};
// END workaround for Xcode 7 bug
It's a hack, but it works for up to Xcode 7 beta 2. Hope this is helpful to someone googling for this.
Reid
Using the accepted answer above, but for newer versions of cocos2d:
In CCShader.m replace the lines
static GLint
CompileShaderSources(GLenum type, NSArray *sources)
{
with
#define EXTENSION_STRING "#extension GL_OES_standard_derivatives : enable"
static NSString * g_extensionStr = @EXTENSION_STRING;
static NSArray * PrependExtensionIfNeeded(NSArray *sources)
{
NSMutableArray *mutableSources = [NSMutableArray array];
BOOL hasExtension = NO;
for (NSString *source in sources)
{
NSString *newSource = [source copy];
if([source rangeOfString:g_extensionStr].location != NSNotFound)
{
hasExtension = YES;
NSArray *strs = [source componentsSeparatedByString:g_extensionStr];
newSource = [strs componentsJoinedByString:@"\n"];
}
[mutableSources addObject:newSource];
}
if (hasExtension)
{
NSMutableString *firstSource = [NSMutableString stringWithString:[mutableSources firstObject]];
[firstSource insertString:[NSString stringWithFormat:@"%@\n", g_extensionStr] atIndex:0];
[mutableSources replaceObjectAtIndex:0 withObject:firstSource];
}
return mutableSources;
}
static GLint
CompileShaderSources(GLenum type, NSArray *sources)
{
sources = PrependExtensionIfNeeded(sources);