Fix iOS CI on Intel (for real this time) (#3232)

# Objective

- iOS CI has linker issues https://github.com/bevyengine/bevy/runs/4388921574?check_suite_focus=true

## Solution

- Building for iOS actually requires ~~both iOS SDK for target and~~ macOS SDK for build scripts. ~~I added them both when needed~~ I replaced the iOS SDK with the maOS. This was not an issue on m1 as they are compatible enough to make the build pass.
- This completely confused `shader-sys` which fails to build in this configuration. Luckily as the example now uses the new renderer, I was able to remove the old renderer and depend no more on this lib.

This is confirmed to work:
- on intel mac with simulator
- on m1 mac with simulator
- on m1 mac with real iphone
This commit is contained in:
François 2021-12-02 07:44:40 +00:00
parent 02b8a782e5
commit ccee658436
2 changed files with 6 additions and 9 deletions

View File

@ -15,14 +15,10 @@ bevy = { path = "../../", features = [
"bevy_audio",
"bevy_core_pipeline",
"bevy_gltf2",
"bevy_wgpu",
"bevy_sprite2",
"bevy_render2",
"bevy_pbr2",
"bevy_winit",
"render",
"png",
"hdr",
"mp3",
"x11",
"filesystem_watcher"

View File

@ -13,11 +13,12 @@ fi
set -euvx
# add path to the system SDK, needed since macOS 11
if [ -z ${LIBRARY_PATH+x} ]; then
export LIBRARY_PATH="$(xcrun --show-sdk-path)/usr/lib"
else
export LIBRARY_PATH="$LIBRARY_PATH:$(xcrun --show-sdk-path)/usr/lib"
if [[ -n "${DEVELOPER_SDK_DIR:-}" ]]; then
# Assume we're in Xcode, which means we're probably cross-compiling.
# In this case, we need to add an extra library search path for build scripts and proc-macros,
# which run on the host instead of the target.
# (macOS Big Sur does not have linkable libraries in /usr/lib/.)
export LIBRARY_PATH="${DEVELOPER_SDK_DIR}/MacOSX.sdk/usr/lib:${LIBRARY_PATH:-}"
fi
# add homebrew bin path, as it's the most commonly used package manager on macOS