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OSX: Build universal binaries with ARM64 #10
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build with Xcode 12
Note: Currently, it not just any Xcode 12 beta, but special separate "beta for universal apps" (with iOS stuff mostly broken), Xcode 12 beta provided by travis is not the correct one.
Everything looks OK, at least with current beta toolchain.
cp -rp out/macosx/x64/tools-mono/GodotSharp/Mono/lib Godot_mono.app/Contents/Frameworks/GodotSharp/Mono | ||
cp -rp out/macosx/x64/tools-mono/GodotSharp/Tools Godot_mono.app/Contents/Frameworks/GodotSharp | ||
cp -rp out/macosx/x64/tools-mono/GodotSharp/Mono/etc Godot_mono.app/Contents/Resources/GodotSharp/Mono | ||
cp -rp out/macosx/tools-mono/GodotSharp/Api Godot_mono.app/Contents/Frameworks/GodotSharp |
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Since official releases are not signed, it's currently not relevant, but I do not think placing non-native binaries in the Frameworks
is correct, probably dll
s should go to Resources
instead.
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I'm not familiar with the implication of this change (especially whether the binary would still find them properly). Might need to be checked with @neikeq (who should get a M1 device in coming weeks too).
How is the progress for this going? |
I need to give this a new try now that OSXCross has been updated with preliminary support for ARM64. I have Xcode 12.0.1 available on the buildsystem, but I'm not sure yet if it includes the relevant SDK (at least what I extracted from it so far is the MacOSX10.15 SDK). |
I do not think it is. 12.0 had a separate beta for Universal, and it was not included into release. Probably ARM SDK is included in 12.2 RC only (SDK version and should be |
Makes sense, thanks. I'll wait for 12.2 to be released as stable, I don't specifically need/want to be an early adopter and run into testing issues for Apple software... especially when using a non-standard toolchain like OSXCross on top of it. |
Xcode 12.2 stable is released, and building ARM64 Godot (both On Silicon Macs all executables must be signed, but any signature is fine (Gatekeeper will be complaining if it's not Apple approved signature and the app is not notarized, in the same way it does on macOS 10.15). Xcode linker is adding ad-hoc signatures automatically, and it's preserved when |
- macOS 11.0 SDK for Big Sur update - iOS 14.2 SDK Cf. godotengine/godot-build-scripts#10
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I've now used the containers from godotengine/build-containers#60 and the build scripts from this PR to build 3.2.4-beta2 for macOS arm64: This is only the standard build, I haven't looked into building Mono for arm64 yet. I'll do that in a separate PR (and maybe not right now as it seems @bruvzg had troubles on real hardware too, so it might be worth waiting for first issues to be ironed out at Mono upstream). |
Thanks! |
Thank you all for being so amazing |
Untested for now, but preparing the ground for building universal binaries with ARM64 support for macOS.
Requirements to finish this:
Sooo... it's not for today ;)