Merge pull request #4904 from akien-mga/macos-build-export-templates

Compiling: Add instructions for macOS templates
This commit is contained in:
Rémi Verschelde
2021-05-13 16:05:06 +02:00
committed by GitHub

View File

@@ -74,10 +74,15 @@ editor binary built with ``target=release_debug``::
cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
If you are building the ``master`` branch, additionally copy the Vulkan library::
.. note::
mkdir -p Godot.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
If you are building the ``master`` branch, you also need to include support
for the MoltenVK Vulkan portability library. You can do so either by
building it statically with ``use_static_mvk=yes``, or by including the
dynamic library in your ``.app`` bundle::
mkdir -p Godot.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
Compiling a headless/server build
---------------------------------
@@ -92,6 +97,61 @@ use::
scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
Building export templates
-------------------------
To build macOS export templates, you have to compile with ``tools=no`` (no
editor) and respectively for ``target=release`` (release template) and
``target=release_debug``.
Official templates are universal binaries which support both Intel x86_64 and
ARM64 architectures. You can also create export templates that support only one
of those two architectures by leaving out the ``lipo`` step below.
- For Intel x86_64::
scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
- For ARM64 (Apple M1)::
scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
To support both architectures in a single "Universal 2" binary, run the above
two commands blocks and then use ``lipo`` to bundle them together::
lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
To create an ``.app`` bundle like in the official builds, you need to use the
template located in ``misc/dist/osx_template.app``. The release and debug
builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
with the following commands (assuming a universal build, otherwise replace the
``.universal`` extension with the one of your arch-specific binaries)::
cp -r misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x Godot.app/Contents/MacOS/godot_osx*
.. note::
If you are building the ``master`` branch, you also need to include support
for the MoltenVK Vulkan portability library. You can do so either by
building it statically with ``use_static_mvk=yes``, or by including the
dynamic library in your ``.app`` bundle::
mkdir -p osx_template.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
template from the official Godot distribution::
zip -q -9 -r osx.zip osx_template.app
Cross-compiling for macOS from Linux
------------------------------------