Removed some of the tools.

This commit is contained in:
Relintai 2022-03-26 13:29:11 +01:00
parent 95101dcf2d
commit f9428f05ad
18 changed files with 0 additions and 494 deletions

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*.tar
*.tar.gz
*.tar.bz2
*.tar.xz
*.exe
*.swp
*.dmg
*.zip
*.xip
files/mono-*/
logs/

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ARG img_version
FROM godot-fedora:${img_version}
ENV ANDROID_SDK_ROOT=/root/sdk
ENV ANDROID_NDK_VERSION=21.4.7075529
ENV ANDROID_NDK_ROOT=${ANDROID_SDK_ROOT}/ndk/${ANDROID_NDK_VERSION}
RUN dnf -y install --setopt=install_weak_deps=False \
gcc gcc-c++ java-11-openjdk-devel ncurses-compat-libs && \
mkdir -p sdk && cd sdk && \
export CMDLINETOOLS=commandlinetools-linux-7302050_latest.zip && \
curl -LO https://dl.google.com/android/repository/${CMDLINETOOLS} && \
unzip ${CMDLINETOOLS} && \
rm ${CMDLINETOOLS} && \
yes | cmdline-tools/bin/sdkmanager --sdk_root="${ANDROID_SDK_ROOT}" --licenses && \
cmdline-tools/bin/sdkmanager --sdk_root="${ANDROID_SDK_ROOT}" "ndk;${ANDROID_NDK_VERSION}" 'cmdline-tools;latest' 'build-tools;30.0.3' 'platforms;android-30' 'cmake;3.18.1'
CMD /bin/bash

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FROM fedora:34
WORKDIR /root
RUN dnf -y upgrade --setopt=install_weak_deps=False && \
dnf -y install --setopt=install_weak_deps=False \
bash bzip2 curl file findutils git make nano patch pkgconfig python3-pip unzip which xz yasm && \
pip install scons==4.1.0
CMD /bin/bash

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ARG img_version
FROM godot-osx:${img_version}
ENV IOS_SDK=14.5
RUN dnf -y install --setopt=install_weak_deps=False \
automake autoconf clang gcc gcc-c++ gcc-objc gcc-objc++ cmake libicu-devel libtool libxml2-devel llvm-devel openssl-devel perl python yasm && \
git clone --progress https://github.com/tpoechtrager/cctools-port.git && \
cd /root/cctools-port && \
git checkout 236a426c1205a3bfcf0dbb2e2faf2296f0a100e5 && \
# arm64 device
usage_examples/ios_toolchain/build.sh /root/files/iPhoneOS${IOS_SDK}.sdk.tar.xz arm64 && \
mkdir -p /root/ioscross/arm64 && \
mv usage_examples/ios_toolchain/target/* /root/ioscross/arm64 && \
mkdir /root/ioscross/arm64/usr && \
ln -s /root/ioscross/arm64/bin /root/ioscross/arm64/usr/bin && \
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM:
# Cf. https://github.com/tpoechtrager/cctools-port/issues/102
#sed -i 's/miphoneos-version-min/mios-simulator-version-min/g' usage_examples/ios_toolchain/wrapper.c && \
#usage_examples/ios_toolchain/build.sh /root/files/iPhoneSimulator${IOS_SDK}.sdk.tar.xz arm64 && \
#mkdir -p /root/ioscross/arm64_sim && \
#mv usage_examples/ios_toolchain/target/* /root/ioscross/arm64_sim && \
#mkdir /root/ioscross/arm64_sim/usr && \
#ln -s /root/ioscross/arm64_sim/bin /root/ioscross/arm64_sim/usr/bin && \
# x86_64 simulator
sed -i 's#^TRIPLE=.*#TRIPLE="x86_64-apple-darwin11"#' usage_examples/ios_toolchain/build.sh && \
usage_examples/ios_toolchain/build.sh /root/files/iPhoneSimulator${IOS_SDK}.sdk.tar.xz x86_64 && \
mkdir -p /root/ioscross/x86_64_sim && \
mv usage_examples/ios_toolchain/target/* /root/ioscross/x86_64_sim && \
mkdir /root/ioscross/x86_64_sim/usr && \
ln -s /root/ioscross/x86_64_sim/bin /root/ioscross/x86_64_sim/usr/bin
ENV OSXCROSS_IOS=not_nothing
ENV IOSCROSS_ROOT=/root/ioscross
ENV PATH="/root/ioscross/arm64/bin:/root/ioscross/arm64_sim/bin:/root/ioscross/x86_64_sim/bin:${PATH}"
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
ENV EMSCRIPTEN_CLASSICAL=2.0.25
RUN dnf -y install --setopt=install_weak_deps=False \
java-openjdk && \
git clone --branch ${EMSCRIPTEN_CLASSICAL} --progress https://github.com/emscripten-core/emsdk emsdk_${EMSCRIPTEN_CLASSICAL} && \
emsdk_${EMSCRIPTEN_CLASSICAL}/emsdk install ${EMSCRIPTEN_CLASSICAL} && \
emsdk_${EMSCRIPTEN_CLASSICAL}/emsdk activate ${EMSCRIPTEN_CLASSICAL}
# echo "source /root/emsdk_${EMSCRIPTEN_CLASSICAL}/emsdk_env.sh" >> /root/.bashrc
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
RUN dnf -y install --setopt=install_weak_deps=False \
gcc-c++ libxcrypt-compat xorg-x11-server-Xvfb libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel libXi-devel alsa-lib-devel pulseaudio-libs-devel libudev-devel mesa-libGL-devel mesa-libGLU-devel mesa-dri-drivers yasm libstdc++ libstdc++-static
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
ENV WINEDEBUG=-all
RUN dnf -y install --setopt=install_weak_deps=False \
wine winetricks xorg-x11-server-Xvfb p7zip-plugins findutils && \
curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z && \
curl -LO https://www.python.org/ftp/python/3.7.2/python-3.7.2-amd64.exe && \
xvfb-run sh -c "winetricks -q vcrun2017; wineserver -w" ;\
xvfb-run sh -c "winetricks -q dotnet461; wineserver -w" ;\
xvfb-run sh -c "wine /root/python-3.7.2-amd64.exe /quiet InstallAllUsers=1 PrependPath=1 Include_test=0; wineserver -w" ;\
rm /root/python-3.7.2-amd64.exe && \
wine python -m pip install --upgrade pip ; wineserver -w ; \
wine pip install -U setuptools ; wineserver -w ; \
wine pip install -U wheel ; wineserver -w ; \
wine pip install scons pywin32 ; wineserver -w ; \
cd /root/.wine/drive_c && \
7z x /root/angle.7z && \
rm /root/angle.7z && \
cd "/root/.wine/drive_c/Program Files (x86)" && \
tar xf /root/files/msvc2017.tar && \
cd /root && \
bash /root/files/msvc-fixup.sh && \
find /root/.wine -name vctip.exe -delete && \
rm -rf /root/.wine/drive_c/users/root/Temp/* && \
rm -rf /root/.cache
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
#cmake
RUN dnf -y install --setopt=install_weak_deps=False \
automake autoconf bzip2-devel clang libicu-devel libtool libxml2-devel llvm-devel openssl-devel yasm cmake && \
git clone --progress https://github.com/tpoechtrager/osxcross.git && \
cd /root/osxcross && \
git checkout 0f87f567dfaf98460244471ad6c0f4311d62079c && \
ln -s /root/files/MacOSX11.3.sdk.tar.xz /root/osxcross/tarballs && \
UNATTENDED=1 ./build.sh && \
./build_compiler_rt.sh
ENV OSXCROSS_ROOT=/root/osxcross
ENV PATH="/root/osxcross/target/bin:${PATH}"
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
RUN dnf -y install --setopt=install_weak_deps=False \
mingw32-gcc mingw32-gcc-c++ mingw32-winpthreads-static mingw64-gcc mingw64-gcc-c++ mingw64-winpthreads-static
CMD /bin/bash

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ARG img_version
FROM godot-fedora:${img_version}
RUN dnf -y install --setopt=install_weak_deps=False \
clang xar xar-devel xz-devel cpio && \
git clone --progress https://github.com/NiklasRosenstein/pbzx && \
cd pbzx && \
git checkout 2a4d7c3300c826d918def713a24d25c237c8ed53 && \
clang -O3 -llzma -lxar -I /usr/local/include pbzx.c -o pbzx
CMD mkdir -p /root/xcode && \
cd /root/xcode && \
xar -xf /root/files/Xcode_12.4.xip && \
/root/pbzx/pbzx -n Content | cpio -i && \
export OSX_SDK=MacOSX11.1.sdk && \
cp -r Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk /tmp/${OSX_SDK} && \
mkdir -p mkdir -p /tmp/${OSX_SDK}/usr/share/man && \
cp -rf Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man1 \
Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man3 \
Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man5 /tmp/${OSX_SDK}/usr/share/man/ && \
cd /tmp && \
tar -cJf /root/files/${OSX_SDK}.tar.xz ${OSX_SDK} && \
rm -rf ${OSX_SDK} && \
cd /root/xcode && \
export IOS_SDK=iPhoneOS14.4.sdk && \
export IOS_SIMULATOR_SDK=iPhoneSimulator14.4.sdk && \
cp -r Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk /tmp/${IOS_SDK} && \
mkdir -p /tmp/${IOS_SDK}/usr/include/c++ && \
cp -r Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1 /tmp/${IOS_SDK}/usr/include/c++/ && \
cd /tmp && \
tar -cJf /root/files/${IOS_SDK}.tar.xz ${IOS_SDK} && \
rm -rf ${IOS_SDK} && \
cd /root/xcode && \
cp -r Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk /tmp/${IOS_SDK} && \
mkdir -p /tmp/${IOS_SDK}/usr/include/c++ && \
cp -r Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1 /tmp/${IOS_SDK}/usr/include/c++/ && \
cd /tmp && \
tar -cJf /root/files/${IOS_SIMULATOR_SDK}.tar.xz ${IOS_SDK} && \
rm -rf ${IOS_SDK}
#XCODE_SDK=12.5.1
#OSX_SDK=11.3
#IOS_SDK=14.5
CMD mkdir -p /root/xcode && \
cd /root/xcode && \
xar -xf /root/files/Xcode_12.5.1.xip && \
/root/pbzx/pbzx -n Content | cpio -i && \
export OSX_SDK=MacOSX11.3.sdk && \
cp -r Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk /tmp/${OSX_SDK} && \
mkdir -p /tmp/${OSX_SDK}/usr/include/c++ && \
cp -r Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1 /tmp/${OSX_SDK}/usr/include/c++/ && \
mkdir -p mkdir -p /tmp/${OSX_SDK}/usr/share/man && \
cp -rf Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man1 \
Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man3 \
Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/share/man/man5 /tmp/${OSX_SDK}/usr/share/man/ && \
cd /tmp && \
tar -cJf /root/files/${OSX_SDK}.tar.xz ${OSX_SDK} && \
rm -rf ${OSX_SDK} && \
cd /root/xcode && \
export IOS_SDK=iPhoneOS14.5.sdk && \
export IOS_SIMULATOR_SDK=iPhoneSimulator14.5.sdk && \
cp -r Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk /tmp/${IOS_SDK} && \
mkdir -p /tmp/${IOS_SDK}/usr/include/c++ && \
cp -r Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1 /tmp/${IOS_SDK}/usr/include/c++/ && \
cd /tmp && \
tar -cJf /root/files/${IOS_SDK}.tar.xz ${IOS_SDK} && \
rm -rf ${IOS_SDK} && \
cd /root/xcode && \
cp -r Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk /tmp/${IOS_SDK} && \
mkdir -p /tmp/${IOS_SDK}/usr/include/c++ && \
cp -r Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1 /tmp/${IOS_SDK}/usr/include/c++/ && \
cd /tmp && \
tar -cJf /root/files/${IOS_SIMULATOR_SDK}.tar.xz ${IOS_SDK} && \
rm -rf ${IOS_SDK}

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# Godot engine build containers
Based on https://github.com/godotengine/build-containers
This repository contains the Dockerfiles for the official Godot engine builds. These containers should help you build Godot for all platforms supported on any machine that can run Docker containers.
## Building
There is a 'build.sh' script included to build the containers themselves. The in-container build scripts will follow shortly.

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#!/bin/bash
set -e
podman=`which podman || true`
if [ -z $podman ]; then
echo "podman needs to be in PATH for this script to work."
exit 1
fi
files_root=$(pwd)/files
img_version=bs
mkdir -p logs
export podman_build="$podman build --build-arg img_version=${img_version}"
$podman build -v ${files_root}:/root/files -t godot-fedora:${img_version} -f Dockerfile.base . 2>&1 | tee logs/base.log
$podman_build -t godot-linux:${img_version} -f Dockerfile.linux . 2>&1 | tee logs/linux.log
$podman_build -t godot-windows:${img_version} -f Dockerfile.windows --ulimit nofile=65536 . 2>&1 | tee logs/windows.log
$podman_build -t godot-javascript:${img_version} -f Dockerfile.javascript . 2>&1 | tee logs/javascript.log
$podman_build -t godot-android:${img_version} -f Dockerfile.android . 2>&1 | tee logs/android.log
XCODE_SDK=12.5.1
OSX_SDK=11.3
IOS_SDK=14.5
if [ ! -e files/MacOSX${OSX_SDK}.sdk.tar.xz ] || [ ! -e files/iPhoneOS${IOS_SDK}.sdk.tar.xz ] || [ ! -e files/iPhoneSimulator${IOS_SDK}.sdk.tar.xz ]; then
if [ ! -e files/Xcode_${XCODE_SDK}.xip ]; then
echo "files/Xcode_${XCODE_SDK}.xip is required. It can be downloaded from https://developer.apple.com/download/more/ with a valid apple ID."
exit 1
fi
echo "Building OSX and iOS SDK packages. This will take a while"
$podman_build -t godot-xcode-packer:${img_version} -f Dockerfile.xcode -v ${files_root}:/root/files . 2>&1 | tee logs/xcode.log
$podman run -it --rm -v ${files_root}:/root/files godot-xcode-packer:${img_version} 2>&1 | tee logs/xcode_packer.log
fi
$podman_build -t godot-osx:${img_version} -v ${files_root}:/root/files -f Dockerfile.osx . 2>&1 | tee logs/osx.log
$podman_build -t godot-ios:${img_version} -v ${files_root}:/root/files -f Dockerfile.ios . 2>&1 | tee logs/ios.log
if [ "${build_msvc}" != "0" ]; then
if [ ! -e files/msvc2017.tar ]; then
echo
echo "files/msvc2017.tar is missing. This file can be created on a Windows 7 or 10 machine by downloading the 'Visual Studio Tools' installer."
echo "here: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017"
echo "The required components can be installed by running"
echo "vs_buildtools.exe --add Microsoft.VisualStudio.Workload.UniversalBuildTools --add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.Windows10SDK.16299.Desktop --add Microsoft.VisualStudio.Component.Windows10SDK.16299.UWP.Native --passive"
echo "after that create a zipfile of C:/Program Files (x86)/Microsoft Visual Studio"
echo "tar -cf msvc2017.tar -C \"c:/Program Files (x86)/ Microsoft Visual Studio\""
echo
exit 1
fi
$podman_build -t godot-msvc:${img_version} -f Dockerfile.msvc -v ${files_root}:/root/files . 2>&1 | tee logs/msvc.log
fi

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cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/msobj140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/msobj140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x86/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/mspdbcore.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/mspdbcore.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x86/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdb140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdb140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/msobj140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/msobj140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdbcore.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdbcore.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdbsrv.exe /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x86/mspdbsrv.exe /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx86/arm/
cp /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/msvcdis140.dll /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ Visual\ Studio/2017/BuildTools/VC/Tools/MSVC/14.16.27023/bin/Hostx64/arm/
pushd /root/.wine/drive_c/Program\ Files\ \(x86\)/Microsoft\ SDKs/
rm -rf ClickOnce\ Bootstrapper/ Portable/ Windows NuGetPackages/ UWPNuGetPackages/
popd

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From b875d7c1360c8ff2077463d7a5a12e1cff1cc683 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= <rverschelde@gmail.com>
Date: Mon, 12 Jul 2021 13:34:32 +0200
Subject: [PATCH] compiler-rt: Add option to automate install process
Also mention that compiler-rt can be needed to build code using
`__builtin_available()`.
Fixes #278.
---
README.COMPILER-RT.md | 4 ++++
README.md | 3 +++
build_compiler_rt.sh | 33 ++++++++++++++++++++++++---------
3 files changed, 31 insertions(+), 9 deletions(-)
diff --git a/README.COMPILER-RT.md b/README.COMPILER-RT.md
index b2754dfcf..dced89686 100644
--- a/README.COMPILER-RT.md
+++ b/README.COMPILER-RT.md
@@ -10,6 +10,10 @@ Ensure you have finished `build.sh`,
then run: `./build_compiler_rt.sh`.
+By default, installation steps for compiler-rt will be printed to the terminal
+to run manually, but you can automate the installation process by defining
+`ENABLE_COMPILER_RT_INSTALL`.
+
You can verify compiler-rt is working by invoking the following command:
echo "int main(void){return 0;}" | xcrun clang -xc -o/dev/null -v - 2>&1 | \
diff --git a/README.md b/README.md
index 60d19f917..f32bf626c 100644
--- a/README.md
+++ b/README.md
@@ -33,6 +33,9 @@ It also includes scripts for optionally building
* the "compiler-rt" runtime library, and
* the `llvm-dsymutil` tool required for debugging.
+Note: The "compiler-rt" library can be needed to link code that uses the
+`__builtin_available()` runtime version check.
+
### WHAT CAN BE BUILT WITH IT? ###
diff --git a/build_compiler_rt.sh b/build_compiler_rt.sh
index 8f47262a2..508742cab 100755
--- a/build_compiler_rt.sh
+++ b/build_compiler_rt.sh
@@ -182,22 +182,39 @@ fi
rm -f $BUILD_DIR/.compiler-rt_build_complete
+# Installation. Can be either automated (ENABLE_COMPILER_RT_INSTALL) or will
+# print the commands that the user should run manually.
+
+function print_or_run() {
+ if [ -z "$ENABLE_COMPILER_RT_INSTALL" ]; then
+ echo "$@"
+ else
+ $@
+ fi
+}
+
echo ""
echo ""
echo ""
-echo "Please run the following commands by hand to install compiler-rt:"
+if [ -z "$ENABLE_COMPILER_RT_INSTALL" ]; then
+ echo "Please run the following commands by hand to install compiler-rt:"
+else
+ echo "Installing compiler-rt headers and libraries to the following paths:"
+ echo " ${CLANG_INCLUDE_DIR}"
+ echo " ${CLANG_DARWIN_LIB_DIR}"
+fi
echo ""
-echo "mkdir -p ${CLANG_INCLUDE_DIR}"
-echo "mkdir -p ${CLANG_DARWIN_LIB_DIR}"
-echo "cp -rv $BUILD_DIR/compiler-rt/compiler-rt/include/sanitizer ${CLANG_INCLUDE_DIR}"
+print_or_run mkdir -p ${CLANG_INCLUDE_DIR}
+print_or_run mkdir -p ${CLANG_DARWIN_LIB_DIR}
+print_or_run cp -rv $BUILD_DIR/compiler-rt/compiler-rt/include/sanitizer ${CLANG_INCLUDE_DIR}
if [ $USE_CMAKE -eq 1 ]; then
### CMAKE ###
- echo "cp -v $BUILD_DIR/compiler-rt/compiler-rt/build/lib/darwin/*.a ${CLANG_DARWIN_LIB_DIR}"
- echo "cp -v $BUILD_DIR/compiler-rt/compiler-rt/build/lib/darwin/*.dylib ${CLANG_DARWIN_LIB_DIR}"
+ print_or_run cp -v $BUILD_DIR/compiler-rt/compiler-rt/build/lib/darwin/*.a ${CLANG_DARWIN_LIB_DIR}
+ print_or_run cp -v $BUILD_DIR/compiler-rt/compiler-rt/build/lib/darwin/*.dylib ${CLANG_DARWIN_LIB_DIR}
### CMAKE END ###
@@ -209,7 +226,7 @@ else
function print_install_command() {
if [ -f "$1" ]; then
- echo "cp $PWD/compiler-rt/$1 ${CLANG_DARWIN_LIB_DIR}/$2"
+ print_or_run cp $PWD/compiler-rt/$1 ${CLANG_DARWIN_LIB_DIR}/$2
fi
}
@@ -219,14 +236,12 @@ else
print_install_command "cc_kext/libcompiler_rt.a" "libclang_rt.cc_kext.a"
print_install_command "profile_osx/libcompiler_rt.a" "libclang_rt.profile_osx.a"
-
print_install_command "ubsan_osx_dynamic/libcompiler_rt.dylib" \
"libclang_rt.ubsan_osx_dynamic.dylib"
print_install_command "asan_osx_dynamic/libcompiler_rt.dylib" \
"libclang_rt.asan_osx_dynamic.dylib"
-
popd &>/dev/null
### MAKE END ###

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@ -1,27 +0,0 @@
#!/bin/bash
set -e
podman=podman
if ! which $podman; then
podman=docker
fi
registry=$1
if [ -z "${registry}" ]; then
registry=registry.prehensile-tales.com
fi
$podman push godot-export:latest ${registry}/godot/export
$podman push godot-mono-glue:latest ${registry}/godot/mono-glue
$podman push godot-windows:latest ${registry}/godot/windows
$podman push godot-ubuntu-32:latest ${registry}/godot/ubuntu-32
$podman push godot-ubuntu-64:latest ${registry}/godot/ubuntu-64
$podman push godot-javascript:latest ${registry}/godot/javascript
$podman push godot-xcode-packer:latest ${registry}/godot/xcode-packer
$podman push godot-android:latest ${registry}/godot-private/android
$podman push godot-ios:latest ${registry}/godot-private/ios
$podman push godot-osx:latest ${registry}/godot-private/macosx
$podman push godot-msvc:latest ${registry}/godot-private/uwp

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@ -1,12 +0,0 @@
cd ../../engine/bin/
rm -Rf Godot.app
rm -f Godot.app.zip
cp -r ../misc/dist/osx_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -r Godot.app.zip Godot.app/*
cd ../../tools/osx/

View File

@ -1,12 +0,0 @@
#templates
cd ../../engine/bin
cp -r ../misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
cp godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r osx.zip osx_template.app
cd ../../tools/osx

View File

@ -1,6 +0,0 @@
# Tools
lipo -create ../../engine/bin/godot.osx.opt.tools.x86_64 ../../engine/bin/godot.osx.opt.tools.arm64 -output ../../engine/bin/godot.osx.opt.tools.universal
# Export Templates
lipo -create ../../engine/bin/godot.osx.opt.x86_64 ../../engine/bin/godot.osx.opt.arm64 -output ../../engine/bin/godot.osx.opt.universal
lipo -create ../../engine/bin/godot.osx.opt.debug.x86_64 ../../engine/bin/godot.osx.opt.debug.arm64 -output ../../engine/bin/godot.osx.opt.debug.universal