[CI] Use MacOS universal build instead of 2 builds.
Switch to the now available macOS 11 for building.pull/637/head
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@ -108,7 +108,7 @@ jobs:
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macos:
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name: Build (macOS, Clang)
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runs-on: macos-10.15
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runs-on: macos-11
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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@ -133,45 +133,18 @@ jobs:
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- name: Upload artifact
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uses: actions/upload-artifact@v2
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with:
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name: godot-cpp-macos-x86_64-release
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name: godot-cpp-macos-universal-release
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path: bin/libgodot-cpp.osx.release.64.a
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if-no-files-found: error
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- name: Build test GDNative library
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run: |
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scons target=release platform=osx bits=64 -j $(sysctl -n hw.logicalcpu) -C test
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scons target=release platform=osx bits=64 macos_arch=universal -j $(sysctl -n hw.logicalcpu) -C test
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- name: Run test GDNative library
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run: |
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./Godot.app/Contents/MacOS/Godot --path test -s script.gd
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macos-arm64:
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name: Build (macOS, Clang, cross-compile arm64)
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runs-on: macos-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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with:
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submodules: recursive
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- name: Set up Python (for SCons)
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uses: actions/setup-python@v2
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with:
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python-version: '3.x'
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- name: Install dependencies
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run: |
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python -m pip install scons
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- name: Build godot-cpp
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run: |
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# The default SDK in github the actions environemnt seems to have problems compiling for arm64.
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# Use the latest 11.x SDK.
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SDK_BASE=/Library/Developer/CommandLineTools/SDKs
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SDK_VER=$(ls $SDK_BASE | grep "MacOSX11." | sort -r | head -n1)
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echo $SDK_BASE/$SDK_VER/
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scons target=release generate_bindings=yes macos_arch=arm64 macos_deployment_target=10.15 macos_sdk_path="$SDK_BASE/$SDK_VER/" -j $(sysctl -n hw.logicalcpu)
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static-checks:
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name: Static Checks (clang-format)
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runs-on: ubuntu-20.04
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