Merge pull request #3750 from bruvzg/macos-apple-silicon-build-and-mvk-libs

[macOS] Add instructions for Apple Silicon build and MoltenVK library bundling
This commit is contained in:
Rémi Verschelde
2020-07-03 13:01:54 +02:00
committed by GitHub

View File

@@ -33,9 +33,19 @@ If you are building the ``master`` branch:
Compiling
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Start a terminal, go to the root directory of the engine source code and type::
Start a terminal, go to the root directory of the engine source code.
scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
To compile for Intel (x86-64) powered Macs, use::
scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
To compile for Apple Silicon (ARM64) powered Macs, use::
scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
If all goes well, the resulting binary executable will be placed in the
``bin/`` subdirectory. This executable file contains the whole engine and
@@ -49,13 +59,18 @@ manager.
To create an ``.app`` bundle like in the official builds, you need to use the
template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
editor binary built with ``scons p=osx target=release_debug``::
editor binary built with ``target=release_debug``::
cp -r misc/dist/osx_tools.app ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
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:
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
---------------------------------