Need help with troubleshooting Blender PR
Jason Liu
jasonliu at umich.edu
Thu Aug 27 19:55:55 UTC 2020
Yes, I see what you're talking about now. And since I've only used machines
that had a single SDK installed, I've never encountered this problem.
As far as I can tell, the value of configure.sdkroot is empty, which means
that the cmake PortGroup sets the value of CMAKE_OSX_SYSROOT to be "/".
However, later in the build, it looks like the MacPorts build system sets
SDKROOT based off the value MACOSX_DEPLOYMENT_TARGET.
On the other hand, Blender's CMake script is attempting to detect the SDK
version by using the
xcodebuild -version -sdk macosx SDKVersion
command. On the 10.14 Azure build, this is resulting in the MacPorts build
system showing a value of MACOSX_DEPLOYMENT_TARGET="10.14", but the
xcodebuild command returning a value of 10.15.
I'm not quite sure how to resolve this mismatch yet, but at least I see
what the problem is.
--
Jason Liu
On Wed, Aug 26, 2020 at 10:27 PM Joshua Root <jmr at macports.org> wrote:
> On 2020-8-27 11:40 , Jason Liu wrote:
> > Hi everyone,
> >
> > I've submitted a PR
> > <https://github.com/macports/macports-ports/pull/8236> for my Blender
> > port, but all of the Travis builds are failing. A short time ago, I had
> > access to a friend's 10.15 machine (with Xcode 11.5, I believe) for
> > about a week, and I was able to compile the port locally on that
> > machine. Can anyone with 10.15 or 10.14 grab the files from the PR and
> > see whether my port builds locally for you?
>
> Looking at the 10.14 Azure build, the problem seems to be that both the
> 10.14 and 10.15 SDKs are being used. You likely need to convince the
> build system to use what is specified in configure.sdkroot instead of
> autodetecting the SDK.
>
> Anyone who only has a single SDK on their system would not be able to
> reproduce the issue.
>
> - Josh
>
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