As I've said before, our product uses cmake for building, and vcpkg for 3rd party management. vcpkg does not (yet) support universal builds on the Mac; neither does HomeBrew, and MacPorts kinda does but some of the ports actually think "universal" is x86, x86_64, ppc, and ppc64 and won't build because you can't build ppc anymore.
So I have had serious talks with our build and we have reached a compromise where I can now build for arm64 or for x86_64. The next step would be to manually combine the executables, and then re-sign (using our Developer ID). Has anyone got suggestions on how to do that? I can just grab the codesign commands from the build output and use those; is that feasible?
(At some point I may insist on having a week or so to try getting vcpkg to build universal, but I don't have that week or so now, so that's not going to happen. I could potentially ditch cmake for the Mac builds, and then I think CocoaPods has all of the 3rd party libraries we depend on, but I'm not positive, and that then introduces guaranteed breakage when the Windows and macOS versions uses different sets of files and versions.)
can I just grep the
codesigncommands from the build output, and do those again after the enfattening?
I expect so. AFAIK the Xcode build system does not include architecture-specific details in its code signing commands.
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Quinn “The Eskimo!” @ Developer Technical Support @ Apple
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