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39facb35a0
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
75 lines
2.0 KiB
YAML
75 lines
2.0 KiB
YAML
name: 🍎 macOS Builds
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on: [push, pull_request]
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# Global Settings
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env:
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# Only used for the cache key. Increment version to force clean build.
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GODOT_BASE_BRANCH: master
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
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concurrency:
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
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cancel-in-progress: true
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jobs:
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build-macos:
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runs-on: "macos-latest"
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name: ${{ matrix.name }}
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strategy:
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fail-fast: false
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matrix:
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include:
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- name: Editor (target=editor, tests=yes)
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cache-name: macos-editor
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target: editor
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tests: true
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bin: "./bin/godot.macos.editor.x86_64"
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- name: Template (target=template_release)
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cache-name: macos-template
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target: template_release
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tests: false
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sconsflags: debug_symbols=no
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steps:
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- uses: actions/checkout@v3
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- name: Setup Godot build cache
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uses: ./.github/actions/godot-cache
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with:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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- name: Setup python and scons
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uses: ./.github/actions/godot-deps
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- name: Setup Vulkan SDK
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run: |
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sh misc/scripts/install_vulkan_sdk_macos.sh
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- name: Compilation
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uses: ./.github/actions/godot-build
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with:
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sconsflags: ${{ env.SCONSFLAGS }}
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platform: macos
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target: ${{ matrix.target }}
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tests: ${{ matrix.tests }}
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# Execute unit tests for the editor
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- name: Unit tests
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if: ${{ matrix.tests }}
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run: |
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${{ matrix.bin }} --version
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${{ matrix.bin }} --help
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${{ matrix.bin }} --test
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- name: Prepare artifact
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run: |
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strip bin/godot.*
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chmod +x bin/godot.*
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- name: Upload artifact
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uses: ./.github/actions/upload-artifact
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with:
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name: ${{ matrix.cache-name }}
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