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| author | aidanfnv <aidanf@nvidia.com> | 2025-10-01 15:58:40 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-10-01 22:58:40 +0000 |
| commit | fa16aa3e93cdbca2301eceb6e47d23036315002f (patch) | |
| tree | 206e483327932aa361cfccd01f1145229641dcab /source/core | |
| parent | cd7da79f50f2b8fb9bca797131585ff1b85698f6 (diff) | |
Re-add macOS cross-compile setup to release workflow (#8583)
For #8564
Similar to #8580, this re-adds the cross-compile target setup step for
macOS releases that was erroneously removed in
https://github.com/shader-slang/slang/pull/8470, which made x86_64
releases build aarch64 binaries.
It also simplifies the workflow logic a bit by adding a separate `arch`
variable to the release matrix, which refers to the target architecture
in the manner that the setup requires, so that we do not have to replace
the string `"aarch64"` with `"arm64"` in setting
`CMAKE_OSX_ARCHITECTURES` for native aarch64 macOS builds and do not
have to conditionally set the MSVC `arch` to `amd64_arm64` for Windows
cross-compilation.
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Diffstat (limited to 'source/core')
0 files changed, 0 insertions, 0 deletions
