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[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.#39943

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akien-mga merged 1 commit into
godotengine:3.2from
bruvzg:macos_apple_silicon_3
Jun 29, 2020
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[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.#39943
akien-mga merged 1 commit into
godotengine:3.2from
bruvzg:macos_apple_silicon_3

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@bruvzg

@bruvzg bruvzg commented Jun 29, 2020

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Adds support for ARM64 target on macOS (with -arch arm64 option, targets x86-64 when arch is not specified).

Same as #39788 for 3.2 branch.

Universal binary can be created in the similar manner to iOS (currently this step is not automated):

lipo -create ./bin/godot.osx.opt.tools.64 ./bin/godot.osx.opt.tools.arm64 -output ./bin/godot.osx.opt.tools.universal

@bruvzg bruvzg force-pushed the macos_apple_silicon_3 branch from 4837c23 to 43888eb Compare June 29, 2020 11:43
@akien-mga akien-mga merged commit b833296 into godotengine:3.2 Jun 29, 2020
@akien-mga

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Thanks!

@johnblommers

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My limited understanding is that native Apple Silicon applications need to use Metal and not OpenGL. How does Godot manage to pull this off?

@bruvzg

bruvzg commented Dec 3, 2020

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My limited understanding is that native Apple Silicon applications need to use Metal and not OpenGL

Apple consider OpenGL is deprecated, but it's still available on all macOS and iOS devices.

@aaronfranke

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Should this also be backported to 3.1, 3.0, and 2.1? While backporting is not technically required to get those Godot versions to run on Apple Silicon, they would have low performance. I think this qualifies as a platform support fix.

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4 participants