Fixed
Status Update
Comments
uc...@google.com <uc...@google.com>
ka...@gmail.com <ka...@gmail.com> #2
Hi there,
as pointed out already over at GitHub, I think all that's missing is another switch passed to llvm-rs-cc to emit either 32/64bit code pretty much here:
https://android.googlesource.com/platform/tools/base/+/refs/heads/master/build-system/builder/src/main/java/com/android/builder/internal/compiler/RenderScriptProcessor.java#224
Since we depend on RenderScript working with Android NDK for 64bit apps as of today [1], this issue is quite urgent for us.
May I kindly ask to prioritize this bugfix as the actual fix doesn't seem to be too much work?
In principle, we could pass -m32/-m64 to llvm-rs-cc ourselves to generate the correct bytecode. However, this is not feasible when building a release APK as we otherwise will run in all kinds of issues due to wrong checksums etc. We neither want to call aapt2 ourselves to generate an APK (but continue using the Android Gradle plugin), as the actual packaging is quite cumbersome and prone to errors.
Thanks in advance
[1]https://android-developers.googleblog.com/2019/01/get-your-apps-ready-for-64-bit.html
as pointed out already over at GitHub, I think all that's missing is another switch passed to llvm-rs-cc to emit either 32/64bit code pretty much here:
Since we depend on RenderScript working with Android NDK for 64bit apps as of today [1], this issue is quite urgent for us.
May I kindly ask to prioritize this bugfix as the actual fix doesn't seem to be too much work?
In principle, we could pass -m32/-m64 to llvm-rs-cc ourselves to generate the correct bytecode. However, this is not feasible when building a release APK as we otherwise will run in all kinds of issues due to wrong checksums etc. We neither want to call aapt2 ourselves to generate an APK (but continue using the Android Gradle plugin), as the actual packaging is quite cumbersome and prone to errors.
Thanks in advance
[1]
em...@google.com <em...@google.com>
je...@google.com <je...@google.com>
je...@google.com <je...@google.com> #3
Can you please provide a small project for his, as well as detailed instructions on how to reproduce?
That would help expedite things.
That would help expedite things.
do...@gmail.com <do...@gmail.com> #4
Hello,
Here is a minimal project that reproduces it. I've added the instructions for reproducing to the README:https://github.com/Dockheas23/renderscript-gradle-64
Thanks a lot
Here is a minimal project that reproduces it. I've added the instructions for reproducing to the README:
Thanks a lot
je...@google.com <je...@google.com> #5
Hey,
Thanks for the project!
Unfortunately, I am having trouble compiling in my local machine after it is cleaned.
~/Library/Android/sdk/ndk-bundle/toolchains/llvm/prebuilt/darwin-x86_64/sysroot/usr/include/c++/v1/memory:3132: error: undefined reference to 'ScriptC_example::ScriptC_example(android::RSC::sp<android::RSC::RS>)'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Can you please fix the issue for AGP 3.6.0-alpha02 and send it back to me?
You can include classpath 'com.android.tools.build:gradle:3.6.0-alpha02' in your build script
Thanks for the project!
Unfortunately, I am having trouble compiling in my local machine after it is cleaned.
~/Library/Android/sdk/ndk-bundle/toolchains/llvm/prebuilt/darwin-x86_64/sysroot/usr/include/c++/v1/memory:3132: error: undefined reference to 'ScriptC_example::ScriptC_example(android::RSC::sp<android::RSC::RS>)'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Can you please fix the issue for AGP 3.6.0-alpha02 and send it back to me?
You can include classpath 'com.android.tools.build:gradle:3.6.0-alpha02' in your build script
do...@gmail.com <do...@gmail.com> #6
Hello,
Thanks for getting back! I've updated the project now to support that version of the plugin, so it should resolve the include file correctly.
Please let me know if I can do anything else to help
Thanks for getting back! I've updated the project now to support that version of the plugin, so it should resolve the include file correctly.
Please let me know if I can do anything else to help
je...@google.com <je...@google.com> #7
Thank you! That worked wonders. I believe I have a solution for this issue. I will notify you when it is merged.
do...@gmail.com <do...@gmail.com> #8
That's great news, thanks a lot!
do...@gmail.com <do...@gmail.com> #9
Hello again. Have you any notion of how long it will take for the fix to get into production? Thank you!
je...@google.com <je...@google.com> #10
I'm currently working on it. Should be coming out soon.
[Deleted User] <[Deleted User]> #11
Hi,
Thanks for working on this, and sorry to ask again, but is there any update on when this will be ready?
We haven't been able to release an app update in over a month because the Play Store interprets it as not having 64-bit support, so this is becoming increasingly urgent for us.
Is there anything we can do to help with it?
Thanks for working on this, and sorry to ask again, but is there any update on when this will be ready?
We haven't been able to release an app update in over a month because the Play Store interprets it as not having 64-bit support, so this is becoming increasingly urgent for us.
Is there anything we can do to help with it?
je...@google.com <je...@google.com> #12
Hi,
The fix is almost ready to be shipped. I'm just waiting for final approval.
Thank you for your patience, and sorry for the delays.
The fix is almost ready to be shipped. I'm just waiting for final approval.
Thank you for your patience, and sorry for the delays.
[Deleted User] <[Deleted User]> #13
Thanks for the quick update!
ai...@thehearingai.com <ai...@thehearingai.com> #14
Hey,
Any chance there is an update on this? All our development has been blocked and we are unable to update our app. This is becoming critical for us. Is it possible to get fix out today? thanks
Any chance there is an update on this? All our development has been blocked and we are unable to update our app. This is becoming critical for us. Is it possible to get fix out today? thanks
je...@google.com <je...@google.com> #15
I can't get you a precise timeline, but it shouldn't take too long to ship this (although today is highly unlikely).
I will give you a heads up when it does ship.
I will give you a heads up when it does ship.
je...@google.com <je...@google.com>
je...@google.com <je...@google.com> #16
The fix has been published. You can expect it in the next release.
[Deleted User] <[Deleted User]> #17
Hello,
I built the plugin locally, and confirmed that the Play Store now accepts the app as including the 64-bit ABIs.
Thanks so much for fixing this!
I built the plugin locally, and confirmed that the Play Store now accepts the app as including the 64-bit ABIs.
Thanks so much for fixing this!
pa...@gmail.com <pa...@gmail.com> #18
In which version of AGP was this fixed? Currently updating to AGP 4.0 with Renderscript and actual Renderscript kernels, the kernels itself are ONLY compiled to 32 bit platforms (armabi-v7a, x86). All the other renderscript support files are fine.
je...@google.com <je...@google.com> #19
Are you compiling to both 32 bit and 64 bit abis? We are having issues with that
Description
RenderScript NDK mode not able to emit 64bit bitcode.
RenderScriptProcessor should pass -m32 or -m64 to tell the compiler which bitcode should be emitted for C++.