Don't build universal binaries for macOS / iOS when dev_build=yes, to save on dev build time#1613
Don't build universal binaries for macOS / iOS when dev_build=yes, to save on dev build time#1613Ivorforce wants to merge 1 commit intogodotengine:masterfrom
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… save on dev build time.
dsnopek
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Does this match what Godot's build system does?
If not, I'd be reluctant to do that in godot-cpp. It's really just saving you from having to additionally specify arch=arm64, which doesn't seem too onerous.
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As far as I can see, godot is not capable of building universal at all. I think they must build the two arches separately and join them together after the build. Edit: Confirmed, at least the GitHub runner runs them separately and then: |
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Ah, ok, so we're doing something totally different than Godot. :-/ I guess we'll need to decide if we want to switch to matching Godot, update Godot to match godot-cpp, or decide if we have a compelling argument to differ from Godot. This is probably worth discussing at an upcoming GDExtension meeting. |
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Switching to a built-twice-then-join approach may actually be better in more ways than just feature parity. I've run into the problem already that passing arch-specific flags (like |
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Making this a draft because it may be superseded by #1633. |
This change just about halves my build time (godot-cpp as an example):
universalx86_64Unsurprisingly, it also halves my build size:
universalx86_64While I agree that macOS export default should be
universal, in dev mode it would be better to default to single arch.