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The go build system doesn't have the notion of cross compiling, but just the notion of architecture. When the host and target architectures are different it expects to be given a target cross compiler in CC_FOR_TARGET. When the architectures are the same it will use CC_FOR_TARGET for both host and target compilation. To work around this limitation build and install a set of compiler and tool binaries built with CC_FOR_TARGET set to the host compiler. Also, the go build system is not compatible with ccache, so use HOSTCC_NOCCACHE. See https://github.com/golang/go/issues/11685. Fixes build errors like these: host/usr/bin/go: No such file or directory http://autobuild.buildroot.net/results/6664189a6f3a815978e8d0a1d7ef408ca47e2874/ Signed-off-by: Geoff Levand <geoff@infradead.org> Signed-off-by: Thomas Petazzoni <thomas.petazzoni@free-electrons.com>
Buildroot is a simple, efficient and easy-to-use tool to generate embedded Linux systems through cross-compilation. The documentation can be found in docs/manual. You can generate a text document with 'make manual-text' and read output/docs/manual/manual.text. Online documentation can be found at http://buildroot.org/docs.html To build and use the buildroot stuff, do the following: 1) run 'make menuconfig' 2) select the target architecture and the packages you wish to compile 3) run 'make' 4) wait while it compiles 5) find the kernel, bootloader, root filesystem, etc. in output/images You do not need to be root to build or run buildroot. Have fun! Buildroot comes with a basic configuration for a number of boards. Run 'make list-defconfigs' to view the list of provided configurations. Please feed suggestions, bug reports, insults, and bribes back to the buildroot mailing list: buildroot@buildroot.org You can also find us on #buildroot on Freenode IRC. If you would like to contribute patches, please read https://buildroot.org/manual.html#submitting-patches
Description
Godot's buildroot soft-fork for generating toolchains to make portable Linux releases of Godot games.
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