commit
e08ecdc28c
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@ -145,6 +145,33 @@ jobs:
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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@v2.3.4
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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: '3.9.1'
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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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20
SConstruct
20
SConstruct
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@ -143,6 +143,17 @@ opts.Add(
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'macOS deployment target',
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'default'
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)
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opts.Add(
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'macos_sdk_path',
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'macOS SDK path',
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''
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)
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opts.Add(EnumVariable(
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'macos_arch',
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'Target macOS architecture',
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'x86_64',
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['x86_64', 'arm64']
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))
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opts.Add(EnumVariable(
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'ios_arch',
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'Target iOS architecture',
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@ -217,14 +228,19 @@ elif env['platform'] == 'osx':
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'Only 64-bit builds are supported for the macOS target.'
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)
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env.Append(CCFLAGS=['-std=c++14', '-arch', 'x86_64'])
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env.Append(CCFLAGS=['-std=c++14', '-arch', env['macos_arch']])
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if env['macos_deployment_target'] != 'default':
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env.Append(CCFLAGS=['-mmacosx-version-min=' + env['macos_deployment_target']])
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env.Append(LINKFLAGS=['-mmacosx-version-min=' + env['macos_deployment_target']])
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if env['macos_sdk_path']:
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env.Append(CCFLAGS=['-isysroot', env['macos_sdk_path']])
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env.Append(LINKFLAGS=['-isysroot', env['macos_sdk_path']])
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env.Append(LINKFLAGS=[
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'-arch',
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'x86_64',
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env['macos_arch'],
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'-framework',
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'Cocoa',
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'-Wl,-undefined,dynamic_lookup',
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