Update various toolchains for 4.3

- Fedora 40
- SCons 4.7.0
- MinGW 11.0.1 with GCC 14.1.1 and binutils 2.41
- Xcode 15.5 (macOS 14.5, iOS 17.5)
- Emscripten 3.1.61
This commit is contained in:
Rémi Verschelde 2024-06-19 15:23:30 +02:00
parent 41400a8922
commit f504c58cb2
6 changed files with 25 additions and 25 deletions

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@ -1,4 +1,4 @@
FROM fedora:39
FROM fedora:40
WORKDIR /root
@ -8,6 +8,6 @@ ENV DOTNET_CLI_TELEMETRY_OPTOUT=1
RUN dnf -y install --setopt=install_weak_deps=False \
bash bzip2 curl file findutils gettext git make nano patch pkgconfig python3-pip unzip which xz \
dotnet-sdk-8.0 && \
pip install scons==4.6.0
pip install scons==4.7.0
CMD /bin/bash

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@ -1,7 +1,7 @@
ARG img_version
FROM godot-osx:${img_version}
ENV IOS_SDK=17.2
ENV IOS_SDK=17.5
RUN dnf -y install --setopt=install_weak_deps=False \
automake autoconf gcc gcc-c++ gcc-objc gcc-objc++ cmake libicu-devel libtool libxml2-devel openssl-devel perl python yasm && \

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@ -1,7 +1,7 @@
ARG img_version
FROM godot-fedora:${img_version}
ENV OSX_SDK=14.2
ENV OSX_SDK=14.5
RUN dnf -y install --setopt=install_weak_deps=False \
automake autoconf bzip2-devel cmake gcc gcc-c++ libdispatch libicu-devel libtool \

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@ -1,7 +1,7 @@
ARG img_version
FROM godot-fedora:${img_version}
ENV EMSCRIPTEN_VERSION=3.1.53
ENV EMSCRIPTEN_VERSION=3.1.61
RUN git clone --branch ${EMSCRIPTEN_VERSION} --progress https://github.com/emscripten-core/emsdk && \
emsdk/emsdk install ${EMSCRIPTEN_VERSION} && \

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@ -37,13 +37,13 @@ The `build.sh` script included is used to build the containers themselves.
The two arguments can take any value and are meant to convey what Godot branch
you are building for (e.g. `4.x`) and what Linux distribution the `Dockerfile.base`
is based on (e.g. `f39` for Fedora 39).
is based on (e.g. `f40` for Fedora 40).
Run the command using:
./build.sh 4.x f39
./build.sh 4.x f40
The above will generate images using the tag '4.x-f39'.
The above will generate images using the tag '4.x-f40'.
You can then specify it in the `build.sh` of
[godot-build-scripts](https://github.com/godotengine/godot-build-scripts).
@ -65,13 +65,13 @@ you can comment out the corresponding lines from the script:
These are the expected container image sizes, so you can plan your disk usage in advance:
REPOSITORY TAG SIZE
localhost/godot-fedora 4.x-f39 1.20 GB
localhost/godot-linux 4.x-f39 3.00 GB
localhost/godot-windows 4.x-f39 2.02 GB
localhost/godot-web 4.x-f39 2.42 GB
localhost/godot-android 4.x-f39 4.48 GB
localhost/godot-osx 4.x-f39 4.94 GB
localhost/godot-ios 4.x-f39 5.68 GB
localhost/godot-fedora 4.x-f40 1.20 GB
localhost/godot-linux 4.x-f40 3.00 GB
localhost/godot-windows 4.x-f40 2.02 GB
localhost/godot-web 4.x-f40 2.42 GB
localhost/godot-android 4.x-f40 4.48 GB
localhost/godot-osx 4.x-f40 4.94 GB
localhost/godot-ios 4.x-f40 5.68 GB
In addition to this, generating containers will also require some host disk space
(up to 10 GB) for the dependencies (Xcode).
@ -79,13 +79,13 @@ In addition to this, generating containers will also require some host disk spac
## Toolchains
These are the toolchains currently in use for Godot 4.2 and later:
These are the toolchains currently in use for Godot 4.3 and later:
- Base image: Fedora 39
- SCons: 4.6.0
- Base image: Fedora 40
- SCons: 4.7.0
- Linux: GCC 13.2.0 built against glibc 2.28, binutils 2.40, from our own [Linux SDK](https://github.com/godotengine/buildroot)
- Windows: MinGW 11.0.0, GCC 13.2.1, binutils 2.40
- Web: Emscripten 3.1.53
- Windows: MinGW 11.0.1, GCC 14.1.1, binutils 2.41
- Web: Emscripten 3.1.61
- Android: Android NDK 23.2.8568313, build-tools 34.0.0, platform android-34, CMake 3.22.1, JDK 17
- macOS: Xcode 15.2 with Apple Clang (LLVM 16.0.0), MacOSX SDK 14.2
- iOS: Xcode 15.2 with Apple Clang (LLVM 16.0.0), iPhoneOS SDK 17.2
- macOS: Xcode 15.5 with Apple Clang (LLVM 16.0.0), MacOSX SDK 14.5
- iOS: Xcode 15.5 with Apple Clang (LLVM 16.0.0), iPhoneOS SDK 17.5

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@ -58,9 +58,9 @@ podman_build windows
podman_build web
podman_build android
XCODE_SDK=15.2
OSX_SDK=14.2
IOS_SDK=17.2
XCODE_SDK=15.4
OSX_SDK=14.5
IOS_SDK=17.5
if [ ! -e "${files_root}"/MacOSX${OSX_SDK}.sdk.tar.xz ] || [ ! -e "${files_root}"/iPhoneOS${IOS_SDK}.sdk.tar.xz ] || [ ! -e "${files_root}"/iPhoneSimulator${IOS_SDK}.sdk.tar.xz ]; then
if [ ! -e "${files_root}"/Xcode_${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."