Add scons with_x86_64h option on macOS#1642
Add scons with_x86_64h option on macOS#1642Ivorforce wants to merge 1 commit intogodotengine:masterfrom
Conversation
…ice for improved performance.
|
It may be nice to have an option to build only for x86_64h (instead of x86_64), to kill compatibility to older macs by choice. I opted not to add that because gdextensions should probably be fully compatible to everything godot is compatible with. |
dsnopek
left a comment
There was a problem hiding this comment.
Thanks!
However, I'm not totally sure about including this in godot-cpp. How commonly would this be used?
If it won't be super common, I think extension authors who really want it could add this in their own SConstruct files, we don't need to support it upstream
| def options(opts): | ||
| opts.Add("macos_deployment_target", "macOS deployment target", "default") | ||
| opts.Add("macos_sdk_path", "macOS SDK path", "") | ||
| opts.Add(BoolVariable("with_x86_64h", "If arch=x86_64 or universal, include an x86_64h slice.", False)) |
There was a problem hiding this comment.
"with_" as a prefix for this option doesn't really fit with the naming of our other options. Maybe "use_x86_64h"?
Realistically, probably not a lot. |
This adds an x86_64h slice, which can lead to improved performance (at the cost of binary size).
It will be selected automatically on all post-2013 macs, if compiled. Pre 2013 macs will use the current x86_64 slice.
See godotengine/godot-proposals#11150 for details about this feature.
The x86_64h slice is compiled alongside the x86_64 slice and is fully and transparently compatible with x86_64 godot. Therefore, we don't need to wait for any progress on the godot front to add this feature.
Removing the slice to see if x86_64h can be selected: