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rajveermalviya avatar rajveermalviya commented on May 27, 2024

Is there a reason you are using go-webgpu in a xamarin app and not directly using wgpu-native?
You can get .so of wgpu-native from artifacts section of cd.yml github action.

go-webgpu is just a wrapper library around wgpu-native for exposing WebGPU API in Go.

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rajveermalviya avatar rajveermalviya commented on May 27, 2024

Oh you need android .so of wgpu-native for xamarin project, unfortunately I can't include them in this repo because it will unnecessarily increase the repo size (it's already around 400MB).
Though you should be able to build it locally using this script.

Or you can just fork this repo and change this line to copy .so file instead of .a, and run the action from your forked repo.

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xtuzy avatar xtuzy commented on May 27, 2024

Thank you, i will try. I have another question, why all your .a files very big, i see wgpu-native/releases all .dll and .so <10m, have different params when build?

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rajveermalviya avatar rajveermalviya commented on May 27, 2024

no special build flags it's just that static libs tend to be big, it's normal

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xtuzy avatar xtuzy commented on May 27, 2024

Hello, i use your Github Action compiled dynamic library , but get some error when use it in Xamarin.

When i load it by C# on android, throw DllNotFoundException,

[monodroid-assembly] Shared library 'libwgpunative.so' not loaded, p/invoke 'wgpuCreateInstance' may fail

I try use System.loadLibrary of Java on android, show exception:

Java.Lang.UnsatisfiedLinkError:** 'dlopen failed: cannot locate symbol "ANativeWindow_setBuffersGeometry" referenced by "/data/app/com.companyname.WgpuAndroidApp-xtoQrCgMf64RV0nZ4m8B1w==/lib/x86_64/libwgpunative.so"...'

I Google it, find have a method to solve it, do you know it needs to have -lnativewindow added to its link command what mean?

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rajveermalviya avatar rajveermalviya commented on May 27, 2024

[monodroid-assembly] Shared library 'libwgpunative.so' not loaded, p/invoke 'wgpuCreateInstance' may fail

it's wgpu-native issue many functions listed in header files aren't actually implemented & exported, including wgpuCreateInstance.

Java.Lang.UnsatisfiedLinkError:** 'dlopen failed: cannot locate symbol "ANativeWindow_setBuffersGeometry" referenced by "/data/app/com.companyname.WgpuAndroidApp-xtoQrCgMf64RV0nZ4m8B1w==/lib/x86_64/libwgpunative.so"...'

you probably need to load libandroid.so before loading wgpu library

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xtuzy avatar xtuzy commented on May 27, 2024

I have try

Java.Lang.JavaSystem.LoadLibrary("android");
Java.Lang.JavaSystem.LoadLibrary("nativewindow");

but don't solve it, according xamarin/xamarin-android#6765 (comment), first i need to do it needs to have -lnativewindow added to its link command , i search github only find set it in Android.mk, i don't know how to do it in this rust project.

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rajveermalviya avatar rajveermalviya commented on May 27, 2024

you can change this line like:

-            export RUSTFLAGS="-L $PWD/tmp-lib"
+           export RUSTFLAGS="-L $PWD/tmp-lib -C link-args=-landroid"

also don't think you'd need to link libnativewindow.so just libandroid.so should be enough

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