[CI] Use MacOS universal build instead of 2 builds.

Switch to the now available macOS 11 for building.
pull/637/head
Fabio Alessandrelli 2021-10-01 19:31:56 +02:00
parent a1337a2dd7
commit de89011ca4
1 changed files with 3 additions and 30 deletions

View File

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