Buildbot: use universal binary for macOS on Steam #58

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opened 2023-04-13 14:36:13 +02:00 by Brecht Van Lommel · 1 comment

Currently it's always x86_64 as Steam does not support architecture specific builds.

Probably it's possible to create a single .app from two different ones with a script, without changing the Blender build process itself. This would require the macOS build to be made from the exact same revision, which is not guaranteed by the buildbot currently.

Currently it's always x86_64 as Steam does not support architecture specific builds. Probably it's possible to create a single .app from two different ones with a script, without changing the Blender build process itself. This would require the macOS build to be made from the exact same revision, which is not guaranteed by the buildbot currently.
Brecht Van Lommel added the
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Buildbot
label 2023-04-13 14:37:04 +02:00

This can be done using the lipo command. I think it can be done as a packaging step for Steam, and it operates on 2 binary builds (as in, no need to pass anything special to the compiler).

We did something very similar for the OpenData launcher there: infrastructure/blender-open-data@f09d081b66

One thing to keep in mind is that it needs to be done for blender executable and all dylibs we share.

This can be done using the `lipo` command. I think it can be done as a packaging step for Steam, and it operates on 2 binary builds (as in, no need to pass anything special to the compiler). We did something very similar for the OpenData launcher there: infrastructure/blender-open-data@f09d081b660 One thing to keep in mind is that it needs to be done for blender executable and all dylibs we share.
Bart van der Braak added this to the DevOps Progress Board project 2024-07-16 12:58:32 +02:00
Bart van der Braak added the
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Feature
label 2024-08-01 11:26:59 +02:00
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Reference: infrastructure/blender-projects-platform#58
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