21 Commits
4.2 ... 4.3

Author SHA1 Message Date
Rémi Verschelde
c3d199c4d4 Merge pull request #98 from godotengine/stable-windows-steamapi
Windows: Add extra editor build with `steamapi=yes` for stable releases
2024-08-15 00:56:16 +02:00
Rémi Verschelde
629090d76e Windows: Add extra editor build with steamapi=yes for stable releases 2024-08-15 00:39:35 +02:00
Rémi Verschelde
834f6223d8 New ANGLE build, fixes macOS crash by removing conflicting astcenc lib 2024-07-30 11:31:37 +02:00
Rémi Verschelde
1bf0772565 New ANGLE build, restores Windows 7 support 2024-07-28 19:23:17 +02:00
Rémi Verschelde
7131e406ae build_release: Fix name of new Windows ARM64 binaries 2024-07-25 20:07:01 +02:00
Rémi Verschelde
62a88ec262 build_release: Fix path to MoltenVK after b3ba0ae93
I didn't run into it before as I had an old `deps/vulkansdk-macos` folder
locally.
(Which means we've been shipping an old MoltenVK version on iOS for a bit.)
2024-07-25 19:08:03 +02:00
Rémi Verschelde
0c96c1ea15 Merge pull request #96 from bruvzg/arm64_win
Add commands to make ARM64 Windows engine builds, update Mesa/NIR and ANGLE downloads to the latest releases.
2024-07-22 11:53:43 +02:00
bruvzg
c3f202946a Add commands to make ARM64 Windows engine builds, update Mesa/NIR and ANGLE downloads to the latest releases. 2024-07-22 12:13:53 +03:00
Rémi Verschelde
3cb13f27ea Merge pull request #97 from godotengine/no-strip
Don't strip Windows and macOS binaries, already done at build time
2024-07-22 11:12:32 +02:00
Rémi Verschelde
d99668ccaa Don't strip Windows and macOS binaries, already done at build time 2024-07-22 10:59:45 +02:00
Rémi Verschelde
a29f0a255d Update MoltenVK build to re-add support for macOS 10.13
See https://github.com/godotengine/moltenvk-osxcross/pull/1 for context.
2024-07-11 22:50:56 +02:00
Rémi Verschelde
d36a865ff1 Merge pull request #95 from godotengine/xcode-15.4
macOS/iOS: Update SDK versions to Xcode 15.4
2024-06-20 10:07:35 +02:00
Rémi Verschelde
15810984ed macOS/iOS: Update SDK versions to Xcode 15.4
Following merge of https://github.com/godotengine/build-containers/pull/141.
2024-06-20 10:06:58 +02:00
Rémi Verschelde
a79a7d16ce macOS: Update ANGLE library build to support ANGLE over GL 2024-05-30 23:18:03 +02:00
Rémi Verschelde
b3ba0ae932 macOS: Download custom osxcross-compatible MoltenVK build automatically 2024-05-16 15:23:29 +02:00
Rémi Verschelde
0f11496664 macOS/iOS: Update SDK versions to Xcode 15.2
Following merge of https://github.com/godotengine/build-containers/pull/138.
2024-03-13 22:04:40 +01:00
Rémi Verschelde
e321eca2bf Web: Tweak build concurrency, doesn't seem to work with all in parallel 2024-02-28 10:21:27 +01:00
Rémi Verschelde
ef6c745075 Web: Add threads=no template builds 2024-02-07 10:48:09 +01:00
Rémi Verschelde
3fd3880077 deps: Update godot-nir-static to 23.1.9 2024-02-05 15:24:31 +01:00
Rémi Verschelde
0da7793d2d Merge pull request #92 from bruvzg/dx12_enable
[Windows] Enable D3D12 support.
2024-01-29 23:14:31 +01:00
bruvzg
9bba647a8b [Windows] Enabled D3D12 support. 2024-01-04 12:12:26 +02:00
7 changed files with 143 additions and 35 deletions

0
build-android/upload-mavencentral.sh Normal file → Executable file
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@@ -11,7 +11,7 @@ export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export TERM=xterm
export IOS_SDK="17.0"
export IOS_SDK="17.5"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot

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@@ -5,9 +5,8 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin23 production=yes use_volk=no vulkan_sdk_path=/root/vulkansdk angle_libs=/root/angle"
export OPTIONS="osxcross_sdk=darwin23.6 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle"
export OPTIONS_MONO="module_mono_enabled=yes"
export STRIP="x86_64-apple-darwin23-strip -u -r"
export TERM=xterm
rm -rf godot
@@ -23,7 +22,6 @@ if [ "${CLASSICAL}" == "1" ]; then
$SCONS platform=macos $OPTIONS arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
$STRIP bin/godot.macos.editor.universal
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
@@ -32,11 +30,9 @@ if [ "${CLASSICAL}" == "1" ]; then
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
$STRIP bin/godot.macos.template_debug.universal
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
$STRIP bin/godot.macos.template_release.universal
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
@@ -54,7 +50,6 @@ if [ "${MONO}" == "1" ]; then
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64.mono bin/godot.macos.editor.arm64.mono -output bin/godot.macos.editor.universal.mono
$STRIP bin/godot.macos.editor.universal.mono
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=macos
mkdir -p /root/out/tools-mono
@@ -64,11 +59,9 @@ if [ "${MONO}" == "1" ]; then
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64.mono bin/godot.macos.template_debug.arm64.mono -output bin/godot.macos.template_debug.universal.mono
$STRIP bin/godot.macos.template_debug.universal.mono
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64.mono bin/godot.macos.template_release.arm64.mono -output bin/godot.macos.template_release.universal.mono
$STRIP bin/godot.macos.template_release.universal.mono
mkdir -p /root/out/templates-mono
cp -rvp bin/* /root/out/templates-mono

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@@ -274,10 +274,8 @@ if [ "${build_classical}" == "1" ]; then
binname="${godot_basename}_win64.exe"
wrpname="${godot_basename}_win64_console.exe"
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.console.exe ${wrpname}
strip ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
@@ -285,10 +283,17 @@ if [ "${build_classical}" == "1" ]; then
binname="${godot_basename}_win32.exe"
wrpname="${godot_basename}_win32_console.exe"
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.console.exe ${wrpname}
strip ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
binname="${godot_basename}_windows_arm64.exe"
wrpname="${godot_basename}_windows_arm64_console.exe"
cp out/windows/arm64/tools/godot.windows.editor.arm64.llvm.exe ${binname}
sign_windows ${binname}
cp out/windows/arm64/tools/godot.windows.editor.arm64.llvm.console.exe ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
@@ -298,11 +303,14 @@ if [ "${build_classical}" == "1" ]; then
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.exe ${templatesdir}/windows_debug_x86_64.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.exe ${templatesdir}/windows_release_x86_32.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.exe ${templatesdir}/windows_debug_x86_32.exe
cp out/windows/arm64/templates/godot.windows.template_release.arm64.llvm.exe ${templatesdir}/windows_release_arm64.exe
cp out/windows/arm64/templates/godot.windows.template_debug.arm64.llvm.exe ${templatesdir}/windows_debug_arm64.exe
cp out/windows/x86_64/templates/godot.windows.template_release.x86_64.console.exe ${templatesdir}/windows_release_x86_64_console.exe
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.console.exe ${templatesdir}/windows_debug_x86_64_console.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.console.exe ${templatesdir}/windows_release_x86_32_console.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.console.exe ${templatesdir}/windows_debug_x86_32_console.exe
strip ${templatesdir}/windows*.exe
cp out/windows/arm64/templates/godot.windows.template_release.arm64.llvm.console.exe ${templatesdir}/windows_release_arm64_console.exe
cp out/windows/arm64/templates/godot.windows.template_debug.arm64.llvm.console.exe ${templatesdir}/windows_debug_arm64_console.exe
## macOS (Classical) ##
@@ -341,9 +349,15 @@ if [ "${build_classical}" == "1" ]; then
cp out/web/templates/godot.web.template_release.wasm32.zip ${templatesdir}/web_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.zip ${templatesdir}/web_debug.zip
cp out/web/templates/godot.web.template_release.wasm32.nothreads.zip ${templatesdir}/web_nothreads_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.nothreads.zip ${templatesdir}/web_nothreads_debug.zip
cp out/web/templates/godot.web.template_release.wasm32.dlink.zip ${templatesdir}/web_dlink_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.dlink.zip ${templatesdir}/web_dlink_debug.zip
cp out/web/templates/godot.web.template_release.wasm32.nothreads.dlink.zip ${templatesdir}/web_dlink_nothreads_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.nothreads.dlink.zip ${templatesdir}/web_dlink_nothreads_debug.zip
## Android (Classical) ##
# Lib for direct download
@@ -367,7 +381,7 @@ if [ "${build_classical}" == "1" ]; then
cp out/ios/templates/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
cp -r deps/moltenvk/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cd ios_xcode
zip -q -9 -r "${templatesdir}/ios.zip" *
@@ -443,11 +457,9 @@ if [ "${build_mono}" == "1" ]; then
wrpname="${godot_basename}_mono_win64_console"
mkdir -p ${binname}
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86_64/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.console.exe ${binname}/${wrpname}.exe
strip ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
@@ -456,11 +468,20 @@ if [ "${build_mono}" == "1" ]; then
wrpname="${godot_basename}_mono_win32_console"
mkdir -p ${binname}
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86_32/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.console.exe ${binname}/${wrpname}.exe
strip ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_windows_arm64"
wrpname="${godot_basename}_mono_windows_arm64_console"
mkdir -p ${binname}
cp out/windows/arm64/tools-mono/godot.windows.editor.arm64.llvm.mono.exe ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/arm64/tools-mono/GodotSharp ${binname}/
cp out/windows/arm64/tools-mono/godot.windows.editor.arm64.llvm.mono.console.exe ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.exe
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
@@ -470,11 +491,14 @@ if [ "${build_mono}" == "1" ]; then
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.exe ${templatesdir_mono}/windows_release_x86_64.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.exe ${templatesdir_mono}/windows_debug_x86_32.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.exe ${templatesdir_mono}/windows_release_x86_32.exe
cp out/windows/arm64/templates-mono/godot.windows.template_debug.arm64.llvm.mono.exe ${templatesdir_mono}/windows_debug_arm64.exe
cp out/windows/arm64/templates-mono/godot.windows.template_release.arm64.llvm.mono.exe ${templatesdir_mono}/windows_release_arm64.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_debug.x86_64.mono.console.exe ${templatesdir_mono}/windows_debug_x86_64_console.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.console.exe ${templatesdir_mono}/windows_release_x86_64_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.console.exe ${templatesdir_mono}/windows_debug_x86_32_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.console.exe ${templatesdir_mono}/windows_release_x86_32_console.exe
strip ${templatesdir_mono}/windows*.exe
cp out/windows/arm64/templates-mono/godot.windows.template_debug.arm64.llvm.mono.console.exe ${templatesdir_mono}/windows_debug_arm64_console.exe
cp out/windows/arm64/templates-mono/godot.windows.template_release.arm64.llvm.mono.console.exe ${templatesdir_mono}/windows_release_arm64_console.exe
## macOS (Mono) ##
@@ -518,7 +542,7 @@ if [ "${build_mono}" == "1" ]; then
cp out/ios/templates-mono/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
cp -r deps/moltenvk/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cd ios_xcode
zip -q -9 -r "${templatesdir_mono}/ios.zip" *

View File

@@ -8,12 +8,17 @@ set -e
# we run all builds in parallel each from their own folder.
export NUM_JOBS=5
declare -a JOBS=(
"target=editor use_closure_compiler=yes"
"target=template_debug"
"target=template_release"
"target=template_debug dlink_enabled=yes"
"target=template_release dlink_enabled=yes"
)
declare -a JOBS_NOTHREADS=(
"target=template_debug threads=no"
"target=template_release threads=no"
"target=template_debug dlink_enabled=yes threads=no"
"target=template_release dlink_enabled=yes threads=no"
)
export SCONS="scons -j$(expr ${NUM_CORES} / ${NUM_JOBS}) verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
@@ -32,7 +37,7 @@ tar xf /root/godot.tar.gz --strip-components=1
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Web..."
for i in {0..4}; do
for i in {0..3}; do
cp -r /root/godot /root/godot$i
cd /root/godot$i
echo "$SCONS platform=web ${OPTIONS} ${JOBS[$i]}"
@@ -40,16 +45,35 @@ if [ "${CLASSICAL}" == "1" ]; then
pids[$i]=$!
done
cd /root/godot
echo "$SCONS platform=web ${OPTIONS} target=editor use_closure_compiler=yes"
$SCONS platform=web ${OPTIONS} target=editor use_closure_compiler=yes &
pid_editor=$!
for pid in ${pids[*]}; do
wait $pid
done
wait $pid_editor
for i in {0..3}; do
cp -r /root/godot /root/godot-nothreads$i
cd /root/godot-nothreads$i
echo "$SCONS platform=web ${OPTIONS} ${JOBS_NOTHREADS[$i]}"
$SCONS platform=web ${OPTIONS} ${JOBS_NOTHREADS[$i]} &
pids_nothreads[$i]=$!
done
for pid in ${pids_nothreads[*]}; do
wait $pid
done
mkdir -p /root/out/tools
cp -rvp /root/godot0/bin/*.editor*.zip /root/out/tools
cp -rvp /root/godot/bin/*.editor*.zip /root/out/tools
mkdir -p /root/out/templates
for i in {1..4}; do
for i in {0..3}; do
cp -rvp /root/godot$i/bin/*.zip /root/out/templates
cp -rvp /root/godot-nothreads$i/bin/*.zip /root/out/templates
done
fi

View File

@@ -5,8 +5,9 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes angle_libs=/root/angle"
export OPTIONS="production=yes use_mingw=yes angle_libs=/root/angle mesa_libs=/root/mesa d3d12=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_LLVM="use_llvm=yes mingw_prefix=/root/llvm-mingw"
export TERM=xterm
rm -rf godot
@@ -40,6 +41,28 @@ if [ "${CLASSICAL}" == "1" ]; then
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=editor
mkdir -p /root/out/arm64/tools
cp -rvp bin/* /root/out/arm64/tools
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=template_debug
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_LLVM target=template_release
mkdir -p /root/out/arm64/templates
cp -rvp bin/* /root/out/arm64/templates
rm -rf bin
if [ "${STEAM}" == "1" ]; then
build_name=${BUILD_NAME}
export BUILD_NAME="steam"
$SCONS platform=windows arch=x86_64 $OPTIONS target=editor steamapi=yes
$SCONS platform=windows arch=x86_32 $OPTIONS target=editor steamapi=yes
mkdir -p /root/out/steam
cp -rvp bin/* /root/out/steam
rm -rf bin
export BUILD_NAME=${build_name}
fi
fi
# Mono
@@ -73,6 +96,18 @@ if [ "${MONO}" == "1" ]; then
mkdir -p /root/out/x86_32/templates-mono
cp -rvp bin/* /root/out/x86_32/templates-mono
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/arm64/tools-mono
cp -rvp bin/* /root/out/arm64/tools-mono
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=template_debug
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_MONO $OPTIONS_LLVM target=template_release
mkdir -p /root/out/arm64/templates-mono
cp -rvp bin/* /root/out/arm64/templates-mono
rm -rf bin
fi
echo "Windows build successful"

View File

@@ -28,6 +28,7 @@ godot_version=""
git_treeish="master"
build_classical=1
build_mono=1
build_steam=0
force_download=0
skip_download=1
skip_git_checkout=0
@@ -100,6 +101,10 @@ case "$choice" in
esac
export GODOT_VERSION_STATUS="${status}"
if [ "${status}" == "stable" ]; then
build_steam=1
fi
if [ ! -z "${username}" ] && [ ! -z "${password}" ]; then
if ${podman} login ${registry} -u "${username}" -p "${password}"; then
export logged_in=true
@@ -131,9 +136,16 @@ if [ $skip_download == 0 ]; then
fi
fi
# macOS and iOS need the Vulkan SDK
if [ ! -d "deps/vulkansdk-macos" ]; then
echo "Missing Vulkan SDK for macOS, we're going to run into issues!"
# macOS needs MoltenVK
if [ ! -d "deps/moltenvk" ]; then
echo "Missing MoltenVK for macOS, downloading it."
mkdir -p deps/moltenvk
pushd deps/moltenvk
curl -L -o moltenvk.tar https://github.com/godotengine/moltenvk-osxcross/releases/download/vulkan-sdk-1.3.283.0-2/MoltenVK-all.tar
tar xf moltenvk.tar && rm -f moltenvk.tar
mv MoltenVK/MoltenVK/include/ MoltenVK/
mv MoltenVK/MoltenVK/static/MoltenVK.xcframework/ MoltenVK/
popd
fi
# Windows and macOS need ANGLE
@@ -141,10 +153,30 @@ if [ ! -d "deps/angle" ]; then
echo "Missing ANGLE libraries, downloading them."
mkdir -p deps/angle
pushd deps/angle
curl -L -o windows.zip https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6029/Windows.6029-1.MinGW_11.x86_64.x86_32.zip
curl -L -o macos.zip https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6029/macOS.6029.Xcode_15.arm64.x86_64.zip
unzip windows.zip && rm -f windows.zip
unzip macos.zip && rm -f macos.zip
base_url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6601.2/godot-angle-static
curl -L -o windows_arm64.zip $base_url-arm64-llvm-release.zip
curl -L -o windows_x86_64.zip $base_url-x86_64-gcc-release.zip
curl -L -o windows_x86_32.zip $base_url-x86_32-gcc-release.zip
curl -L -o macos_arm64.zip $base_url-arm64-macos-release.zip
curl -L -o macos_x86_64.zip $base_url-x86_64-macos-release.zip
unzip -o windows_arm64.zip && rm -f windows_arm64.zip
unzip -o windows_x86_64.zip && rm -f windows_x86_64.zip
unzip -o windows_x86_32.zip && rm -f windows_x86_32.zip
unzip -o macos_arm64.zip && rm -f macos_arm64.zip
unzip -o macos_x86_64.zip && rm -f macos_x86_64.zip
popd
fi
if [ ! -d "deps/mesa" ]; then
echo "Missing Mesa/NIR libraries, downloading them."
mkdir -p deps/mesa
pushd deps/mesa
curl -L -o mesa_arm64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-arm64-llvm-release.zip
curl -L -o mesa_x86_64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_64-gcc-release.zip
curl -L -o mesa_x86_32.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_32-gcc-release.zip
unzip -o mesa_arm64.zip && rm -f mesa_arm64.zip
unzip -o mesa_x86_64.zip && rm -f mesa_x86_64.zip
unzip -o mesa_x86_32.zip && rm -f mesa_x86_32.zip
popd
fi
@@ -199,7 +231,7 @@ mkdir -p ${basedir}/mono-glue
${podman_run} -v ${basedir}/build-mono-glue:/root/build localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/mono-glue
mkdir -p ${basedir}/out/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out -v ${basedir}/deps/angle:/root/angle localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out -v ${basedir}/deps/angle:/root/angle -v ${basedir}/deps/mesa:/root/mesa --env STEAM=${build_steam} localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
mkdir -p ${basedir}/out/linux
${podman_run} -v ${basedir}/build-linux:/root/build -v ${basedir}/out/linux:/root/out localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/linux
@@ -208,7 +240,7 @@ mkdir -p ${basedir}/out/web
${podman_run} -v ${basedir}/build-web:/root/build -v ${basedir}/out/web:/root/out localhost/godot-web:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/web
mkdir -p ${basedir}/out/macos
${podman_run} -v ${basedir}/build-macos:/root/build -v ${basedir}/out/macos:/root/out -v ${basedir}/deps/vulkansdk-macos:/root/vulkansdk -v ${basedir}/deps/angle:/root/angle localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macos
${podman_run} -v ${basedir}/build-macos:/root/build -v ${basedir}/out/macos:/root/out -v ${basedir}/deps/moltenvk:/root/moltenvk -v ${basedir}/deps/angle:/root/angle localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macos
mkdir -p ${basedir}/out/android
${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:/root/out -v ${basedir}/deps/keystore:/root/keystore localhost/godot-android:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/android