mirror of
https://github.com/godotengine/godot-build-scripts.git
synced 2025-12-31 05:48:35 +03:00
107 lines
5.3 KiB
Bash
Executable File
107 lines
5.3 KiB
Bash
Executable File
#!/bin/bash
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set -e
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# Config
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export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
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# Keep LTO disabled for iOS - it works but it makes linking apps on deploy very slow,
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# which is seen as a regression in the current workflow.
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export OPTIONS="production=yes use_lto=no SWIFT_FRONTEND=/root/.local/share/swiftly/toolchains/6.2.1/usr/bin/swift-frontend"
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export OPTIONS_MONO="module_mono_enabled=yes"
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export OPTIONS_DOTNET="module_dotnet_enabled=yes"
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export TERM=xterm
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export IOS_SDK="26.1"
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export IOS_DEVICE="IOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS${IOS_SDK}.sdk"
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export IOS_SIMULATOR="IOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator${IOS_SDK}.sdk simulator=yes"
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export APPLE_TARGET_ARM64="APPLE_TOOLCHAIN_PATH=/root/ioscross/arm64 apple_target_triple=arm-apple-darwin11-"
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export APPLE_TARGET_X86_64="APPLE_TOOLCHAIN_PATH=/root/ioscross/x86_64 apple_target_triple=x86_64-apple-darwin11-"
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rm -rf godot
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mkdir godot
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cd godot
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tar xf /root/godot.tar.gz --strip-components=1
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# Classical
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if [ "${CLASSICAL}" == "1" ]; then
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echo "Starting classical build for iOS..."
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# arm64 device
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$SCONS platform=ios $OPTIONS arch=arm64 target=template_debug $IOS_DEVICE $APPLE_TARGET_ARM64
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$SCONS platform=ios $OPTIONS arch=arm64 target=template_release $IOS_DEVICE $APPLE_TARGET_ARM64
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# arm64 simulator
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# Disabled for now as it doesn't work with cctools-port and current LLVM.
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# See https://github.com/godotengine/build-containers/pull/85.
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#$SCONS platform=ios $OPTIONS arch=arm64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_ARM64
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#$SCONS platform=ios $OPTIONS arch=arm64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_ARM64
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# x86_64 simulator
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$SCONS platform=ios $OPTIONS arch=x86_64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_X86_64
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$SCONS platform=ios $OPTIONS arch=x86_64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_X86_64
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mkdir -p /root/out/templates
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cp bin/libgodot.ios.template_release.arm64.a /root/out/templates/libgodot.ios.a
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cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates/libgodot.ios.debug.a
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cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates/libgodot.ios.simulator.a
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cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates/libgodot.ios.debug.simulator.a
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fi
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# Mono
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if [ "${MONO}" == "1" ]; then
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echo "Starting Mono build for iOS..."
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cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
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# arm64 device
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$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 target=template_debug $IOS_DEVICE $APPLE_TARGET_ARM64
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$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 target=template_release $IOS_DEVICE $APPLE_TARGET_ARM64
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# arm64 simulator
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# Disabled for now as it doesn't work with cctools-port and current LLVM.
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# See https://github.com/godotengine/build-containers/pull/85.
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#$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_ARM64
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#$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_ARM64
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# x86_64 simulator
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$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_X86_64
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$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_X86_64
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mkdir -p /root/out/templates-mono
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cp bin/libgodot.ios.template_release.arm64.a /root/out/templates-mono/libgodot.ios.a
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cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates-mono/libgodot.ios.debug.a
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cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.simulator.a
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cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.debug.simulator.a
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fi
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# .NET
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if [ "${DOTNET}" == "1" ]; then
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echo "Starting .NET build for iOS..."
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# arm64 device
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$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $IOS_DEVICE $APPLE_TARGET_ARM64
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$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $IOS_DEVICE $APPLE_TARGET_ARM64
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# arm64 simulator
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# Disabled for now as it doesn't work with cctools-port and current LLVM.
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# See https://github.com/godotengine/build-containers/pull/85.
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#$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_ARM64
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#$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_ARM64
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# x86_64 simulator
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$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_X86_64
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$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_X86_64
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mkdir -p /root/out/templates-dotnet
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cp bin/libgodot.ios.template_release.arm64.a /root/out/templates-dotnet/libgodot.ios.a
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cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates-dotnet/libgodot.ios.debug.a
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cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates-dotnet/libgodot.ios.simulator.a
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cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-dotnet/libgodot.ios.debug.simulator.a
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fi
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echo "iOS build successful"
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