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2022-02-08OSX: Pass `-mmacosx-version-min=11.0` instead of `11.00`Rémi Verschelde
Both are recognized by Xcode and equivalent, but osxcross issues a warning for the latter: ``` osxcross: warning: '-mmacosx-version-min=' (11.0.0 != 11.00) ```
2022-02-01[macOS] Cleanup and split Objective-C objects to the separate filesbruvzg
2022-02-01[macOS] Enable Objective-C ARCbruvzg
2021-12-10Misc build system fixesAaron Franke
2021-11-12Fix typo in architecture name for x86_64 macOSAaron Franke
2021-11-02[macOS] Add support for OpenGLES3 video driver.bruvzg
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-28Adds support for 'use_coverage' flag in OSX.Sean Kim
Based on #36572 which added support for Linux
2021-10-15Merge pull request #53833 from akien-mga/remove-webm-supportRémi Verschelde
2021-10-15Remove WebM support (and deps libvpx and opus)Rémi Verschelde
We've had many issues with WebM support and specifically the libvpx library over the years, mostly due to its poor integration in Godot's buildsystem, but without anyone really interested in improving this state. With the new GDExtensions in Godot 4.0, we intend to move video decoding to first-party extensions, and this would likely be done using something like libvlc to expose more codecs. Removing the `webm` module means we can remove libsimplewebm, libvpx and opus, which we were only used for that purpose. Both libvpx and opus were fairly complex pieces of the buildsystem, so this is a nice cleanup. This also removes the compile-time dependency on `yasm`. Fixes lots of compilation or non-working WebM issues which will be linked in the PR.
2021-10-15SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstructRémi Verschelde
They're the same for all platforms so they don't need to be repeated in all platform definitions.
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRémi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-07-22Fix MoltenVK static linking on macOS (add missing include path, Vulkan SDK ↵bruvzg
path option, use xcframework instead of static framework).
2021-04-16Fix macOS build with all sanitizers enabled.bruvzg
2021-04-15Add more sanitizer flags to shows more bugsRafał Mikrut
2021-03-14Allow to not optimize release buildRafał Mikrut
2021-03-02add msan sanitizer option for linus/bsd, lsan option for osxJordan Schidlowsky
2021-02-08SCons: Fix debug_symbols tests after switch to BoolVariableRémi Verschelde
Bug introduced in #45679. Fixes part of #45816.
2021-02-03SCons: Add `production=yes` option to use production defaultsRémi Verschelde
This is meant for users making custom builds to match the options used on optimized, official builds. This enables, on the platforms which support them: - `use_static_cpp=yes` (portable binaries for Linux and Windows) - `use_lto=yes` (link time optimizations - note: requires a lot of RAM!) - `debug_symbols=no` (no debug symbols, smaller binaries) Also abort when using MSVC with `production=yes`, as: - It cannot optimize the GDScript VM like GCC or Clang do, leading to significant performance drops. - Its LTO support is unreliable, at least used to trigger crashes last we tried it extensively. All options can still be overridden if specified, and the `dev=yes` option was changed to also support overrides.
2020-12-16SCons: Add only selected platform's opts to envRémi Verschelde
Otherwise we can get situations where platform-specific opts with the same name can override each other depending on the order at which platforms are parsed, as was the case with `use_static_cpp` in Linux/Windows. Fixes #44304. This also has the added benefit that the `scons --help` output will now only include the options which are relevant for the selected (or detected) platform.
2020-11-19Merge pull request #43692 from akien-mga/scons-leave-link-aloneRémi Verschelde
SCons: Remove unnecessary $LINK overrides
2020-11-19SCons: Remove unnecessary $LINK overridesRémi Verschelde
As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself is a function that will use $CXX as linker for C++: https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328 https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76 So we don't need to manually specify the same value as $CXX for $LINK.
2020-11-19OSX: Fix linking with osxcross for arm64Rémi Verschelde
For some reason the `-target` option on the `LINKFLAGS` was causing a weird issue where osxcross' clang wrapper would attempt using the system `/bin/ld` instead of the osxcross version (which is Apple's `ld64`). The error message would be: ``` /bin/ld: unrecognized option '-dynamic' ``` Also removed from `CCFLAGS` for consistency, it seems to work fine with only `-mmacosx-version-min`.
2020-11-09Remove `debug_symbols=full` in favor of `debug_symbols=yes`Hugo Locurcio
`debug_symbols=yes` will now behave like `debug_symbols=full` did before. The difference in compressed file sizes is not that large, which means there isn't much point in having two different values. This helps make the buildsystem easier to understand.
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-09-10Remove unused Python imports.Marcel Admiraal
2020-08-15fixed linker being slow on OSXGordon MacPherson
2020-07-26CI: Install master version of psf/blackRémi Verschelde
Until https://github.com/psf/black/pull/1328 makes it in a stable release, we have to use the latest from Git. Apply new style fixes done by latest black.
2020-07-24[macOS / ARM64] Remove "-msse2" flag from ARM64 release export template ↵bruvzg
build. Add ARM64 breakpoint inline assembly to "doctest".
2020-07-23SCons: Remove unused DEBUG_MEMORY_ENABLED defineRémi Verschelde
Its last use was removed in Godot 3.0, so it no longer makes sense to define. Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
2020-07-21Set minimum osx version to 10.12 for OSXCross compilationPouleyKetchoupp
Fixes this compilation error: In file included from thirdparty/vulkan/vk_mem_alloc.cpp:7: thirdparty/vulkan/vk_mem_alloc.h:3691:18: error: 'shared_mutex' is unavailable: introduced in macOS 10.12 std::shared_mutex m_Mutex; ^ /home/[user]/sources/osxcross/target/bin/../SDK/MacOSX10.14.sdk/usr/include/c++/v1/shared_mutex:178:58: note: 'shared_mutex' has been explicitly marked unavailable here class _LIBCPP_TYPE_VIS _LIBCPP_AVAILABILITY_SHARED_MUTEX shared_mutex
2020-06-29[macOS] Add support for the Apple Silicon (ARM64) build target.bruvzg
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-10Revert "Change LINKFLAGS to FRAMEWORKS which is supported since"Rémi Verschelde
This reverts commit c924e83a646f8a6d972ccd4d009acc323a6be158. SCons `FRAMEWORKS` is, according to their latest docs, only supported "On Mac OS X with gcc". While the "with gcc" part seems bogus, #36795 did introduce a link failure for our osxcross toolchain for compiling macOS binaries from Linux. SCons probably fails to detect this as a macOS target and does not use its `FRAMEWORKS` logic properly. So using `LINKFLAGS` as we used to is the more portable solution.
2020-03-04Change LINKFLAGS to FRAMEWORKS which is supported sincehungrymonkey
Scons release 0.96.91 Fixes the link errors below clang: error: no such file or directory: 'Carbon' clang: error: no such file or directory: 'AudioUnit' clang: error: no such file or directory: 'CoreAudio' clang: error: no such file or directory: 'CoreMIDI' clang: error: no such file or directory: 'IOKit' clang: error: no such file or directory: 'ForceFeedback' clang: error: no such file or directory: 'CoreVideo' clang: error: no such file or directory: 'AVFoundation' clang: error: no such file or directory: 'CoreMedia' clang: error: no such file or directory: 'Metal' clang: error: no such file or directory: 'QuartzCore' Tested on System Version: macOS 10.15.3 (19D76) SCons by Steven Knight et al.: script: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog engine: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog engine path: ['/usr/local/Cellar/scons/3.1.2_1/libexec/scons-local/SCons'] Xcode 11.3.1 Build version 11C504 Apple clang version 11.0.0 (clang-1100.0.33.17) Target: x86_64-apple-darwin19.3.0 Closes #36720
2020-02-22SCons: Bump required C++ standard to C++17Rémi Verschelde
As per #36436, we now need C++17's guaranteed copy elision feature to solve ambiguities in Variant. Core developers discussed the idea to move from C++14 to C++17 as our minimum required C++ standard, and all agreed. Note that this doesn't mean that Godot is going to be written in "modern C++", but we'll use modern features where they make sense to simplify our "C with classes" codebase. Apart from new code written recently, most of the codebase still has to be ported to use newer features where relevant. Proper support for C++17 means that we need recent compiler versions: - GCC 7+ - Clang 6+ - VS 2017 15.7+ Additionally, C++17's `std::shared_mutex` (conditionally used by `vk_mem_alloc.h` when C++17 support is enabled) is only available in macOS 10.12+, so we increase our minimum supported version.
2020-02-11SCons: Streamline Vulkan buildsystem + fixupsRémi Verschelde
- Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes.
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-01-29Adds sanitizer options for macOSHaoyu Qiu
2019-10-24Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg
for macOS CI.
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
2019-04-24SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde
Many contributors (me included) did not fully understand what CCFLAGS, CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them in the way they are intended to be. As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html - CCFLAGS: General options that are passed to the C and C++ compilers. - CFLAGS: General options that are passed to the C compiler (C only; not C++). - CXXFLAGS: General options that are passed to the C++ compiler. By default, this includes the value of $CCFLAGS, so that setting $CCFLAGS affects both C and C++ compilation. - CPPFLAGS: User-specified C preprocessor options. These will be included in any command that uses the C preprocessor, including not just compilation of C and C++ source files [...], but also [...] Fortran [...] and [...] assembly language source file[s]. TL;DR: Compiler options go to CCFLAGS, unless they must be restricted to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to CPPFLAGS.
2019-01-29Using DisplayLink to emulate vsync on OSXBastiaan Olij
2019-01-09Don't use -ffast-math or other unsafe math optimizationsHein-Pieter van Braam
Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2018-12-22SCons: Allow building Mono module with OSXCrossRémi Verschelde
Improve the test logic to only assume that we're building for macOS if OSXCROSS_ROOT is defined *and* we requested p=osx. Supersedes #24480.
2018-11-20Merge pull request #21339 from Placinta/masterRémi Verschelde
Fix regular macOS build by passing -isysroot to compiler so correct system headers are found