Will there be support for iOS(Apple;not the Wii one)??
Most devices can easily support OpenGL ES 3.0 and also Vulkan!!!
Dolphin has reached very far in its development and now easily can implement it in the iOS!!
We have no plans to add iOS support. iOS places certain limitations on apps that make it basically impossible for us to get Dolphin to run at a reasonable speed.
So can we expect something for iOS in the future??
(07-22-2019, 09:56 PM)Amul2004 Wrote: [ -> ]So can we expect something for iOS in the future??
No.
(07-22-2019, 09:57 PM)JosJuice Wrote: [ -> ]No.
Ok. That's fine!!
I recently did some research and found that Metal graphics API can be used with Swift to write an iOS version of dolphin....
I would also love too be a part of this development(if it happens) but I am still in my school days, probably I would get time in my college...
But can't you all start researching on an emulator for iOS..
Dolphin is probably 16 years old and you guys have done a great job as well, now this can emulate almost all games with some Wii games left that crash...
Why not start a iOS development???
(08-28-2019, 05:14 PM)Amul2004 Wrote: [ -> ]Why not start a iOS development???
The main reasons are the limits on virtual memory and JIT recompilers.
(08-28-2019, 10:07 PM)JosJuice Wrote: [ -> ]The main reasons are the limits on virtual memory and JIT recompilers.
So how is Android and iOS platform different from each other in this matter???..
(08-28-2019, 11:37 PM)Amul2004 Wrote: [ -> ]So how is Android and iOS platform different from each other in this matter???..
Android doesn't have those limits.
iOS currently doesn't allow making previously writable pages as executable (which is required to generate code in a JIT) or remapping large amounts of virtual memory (which dolphin uses for significant performance gains in all JIT memory accesses).
Metal can already be used with a pretty thin swift/objc++ layer, and can already be used with wrappers that implement other APIs on metal (like moltenvk or gfx-rs' portability stuff). That was never the limiting factor on iOS.