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path: root/src/build/MetallibStep.zig
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2025-10-03zig-15: build binary buildsMitchell Hashimoto
2025-06-22build: simulator should use iphoneos metal, its the -m flags importantMitchell Hashimoto
2025-06-20build: Use correct SDK for iOS Simulator shader buildZhaofeng Li
2025-06-17build: use `xcrun --sdk <sdk> metal` for metal pathsMitchell Hashimoto
This wasn't working before but it just requires a restart of the machine for the changes to take effect. The namespace runners have this prebuilt so this should work now. The other workaround was flaky for unknown reasons so I'd prefer to go back to this.
2025-06-10build: Xcode 26, macOS Tahoe support (build tooling only)Mitchell Hashimoto
This updates our build script and CI to support Xcode 26 and macOS Tahoe. **This doesn't update the Ghostty app to resolve any Tahoe issues.** For CI, we've added a new build job that runs on macOS Tahoe with Xcode 26. I've stopped short of updating our tip release job, since I think I want to wait until I verify a bit more about Tahoe before we flip that bit. Also, ideally, we'd run Xcode 26 on Sequoia (macOS 15) for stability reasons and Namespace doesn't have Xcode 26 on 15 yet. For builds, this updates our build script to find Metal binaries using `xcodebuild -find-executable` instead of `xcrun`. The latter doesn't work with Xcode 26, but the former does and also still works with older Xcodes. I'm not sure if this is a bug but I did report it: FB17874042.
2025-01-07This is a major refactor of `build.zig`.Mitchell Hashimoto
The major idea behind the refactor is to split the `build.zig` file up into distinct `src/build/*.zig` files. By doing so, we can improve readability of the primary `build.zig` while also enabling better reuse of steps. Our `build.zig` is now less than 150 lines of code (of course, it calls into a lot more lines but they're neatly organized now). Improvements: * `build.zig` is less than 150 lines of readable code. * Help strings and unicode table generators are only run once when multiple artifacts are built since the results are the same regardless of target. * Metal lib is only built once per architecture (rather than once per artifact) * Resources (shell integration, terminfo, etc.) and docs are only built/installed for artifacts that need them Breaking changes: * Removed broken wasm build (@gabydd will re-add) * Removed conformance files, shell scripts are better and we don't run these anymore * Removed macOS app bundle creation, we don't use this anymore since we use Xcode ## Some History Our `build.zig` hasn't been significantly refactored since the project started, when Zig was _version 0.10_. Since then, the build system has changed significantly. We've only ever duct taped the `build.zig` as we needed to support new Zig versions, new features, etc. It was a mess. The major improvement is adapting the entire Ghostty `build.zig` to the Step and LazyPath changes introduced way back in Zig 0.12. This lets us better take advantage of parallelism and the dependency graph so that steps are only executed as they're needed. As such, you can see in the build.zig that we initialize a lot of things, but unless a final target (i.e. install, run) references those steps, _they'll never be executed_. This lets us clean up a lot.
2024-12-05flake: update to Nix 24.11Mitchell Hashimoto
2024-11-20Revert "macos: enable Metal shader logging"Mitchell Hashimoto
This reverts commit aad101565abff3368af76e8c2e93cbe7c278a89f.
2024-11-19macos: enable Metal shader loggingMitchell Hashimoto
This enables the compile options and Xcode configuration so that logging in Metal shaders shows up in our Xcode debug console. This doesn't add any log messages, but makes it so that when we iterate on the shaders in the future, we can add and see logs to help us out.
2024-08-06build: build proper metallib for iOS buildsMitchell Hashimoto
2024-08-06build: build metal libMitchell Hashimoto