- Handle border colour availability check with fallback - Update patch for metal-cpp to add APIs used by Godot - Fix segfault when freeing MDImmediateLibrary shaders that are still in flight - Change MTL::Texture::allocatedBytes call to safe, for visionOS
61 lines
1.7 KiB
Bash
Executable file
61 lines
1.7 KiB
Bash
Executable file
#!/bin/bash -e
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# metal-cpp update script for Godot
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#
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# metal-cpp source: https://developer.apple.com/metal/cpp/
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# This version includes Metal 4 APIs (macOS 26 / iOS 26).
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VERSION="macOS26-iOS26"
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SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
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REPO_ROOT="$(cd "$SCRIPT_DIR/../.." && pwd)"
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# If a zip is provided as argument, extract it
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if [ -n "$1" ]; then
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echo "Updating metal-cpp from: $1"
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rm -rf \
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"$SCRIPT_DIR/Foundation" \
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"$SCRIPT_DIR/Metal" \
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"$SCRIPT_DIR/MetalFX" \
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"$SCRIPT_DIR/QuartzCore" \
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"$SCRIPT_DIR/SingleHeader"
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unzip -q "$1" -d "$SCRIPT_DIR"
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echo "Extracted metal-cpp $VERSION"
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else
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echo "Applying patches only..."
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fi
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# =============================================================================
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# Apply Godot-specific patches
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# =============================================================================
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echo "Applying Godot compatibility patches..."
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# Apply patch files (idempotent)
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PATCH_DIR="$SCRIPT_DIR/patches"
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if [ -d "$PATCH_DIR" ]; then
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for PATCH in "$PATCH_DIR"/*.patch; do
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if [ ! -e "$PATCH" ]; then
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echo " No patches found in $PATCH_DIR"
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break
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fi
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PATCH_NAME="$(basename "$PATCH")"
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if git -C "$REPO_ROOT" apply --check "$PATCH" > /dev/null 2>&1; then
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git -C "$REPO_ROOT" apply "$PATCH"
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echo " $PATCH_NAME: applied"
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elif git -C "$REPO_ROOT" apply --reverse --check "$PATCH" > /dev/null 2>&1; then
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echo " $PATCH_NAME: already applied"
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else
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echo " $PATCH_NAME: failed to apply"
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exit 1
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fi
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done
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else
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echo " Warning: $PATCH_DIR not found"
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fi
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echo "Done."
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