Updated 11 Building on MacOS (markdown)

TellowKrinkle 2024-04-14 23:02:33 -05:00
parent ff2ed13b23
commit 7024f1e54c
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@ -4,10 +4,14 @@ Reminder: Don't forget to checkout submodules! `git submodule update --init --r
# Building on an Intel Mac
Build the dependencies using the CI's build script: `.github/workflows/scripts/macos/build-dependencies.sh deps` (this will build the dependencies into the directory `deps`). If you want to use a package manager, you can look at the install script to see the required dependencies.
Build the dependencies using the CI's build script: `.github/workflows/scripts/macos/build-dependencies.sh deps` (this will build the dependencies into the directory `deps`). If you want to use a package manager, you can look at the install script to see the required dependencies. Note that we patch extra features into `libshaderc`, so you will need to compile that one yourself, as the package manager's version will not work.
You can set the environment variable `BUILD_FFMPEG=0` to tell the dependency build script to build all the dependencies except ffmpeg, allowing you to use your homebrew or macports-installed ffmpeg, which probably has more features enabled than the build script's.
Building on an Intel Mac should work similarly to building on Linux. Run cmake with `cmake /path/to/pcsx2/source -DCMAKE_PREFIX_PATH=/path/to/deps -DCMAKE_BUILD_TYPE=Release`, then `make`. The final `.app` will be in `pcsx2-qt/PCSX2.app` in the build directory. (The `CMAKE_PREFIX_PATH` is only needed if you used the CI's build script to install dependencies.)
Add `-DUSE_LINKED_FFMPEG=ON` for video capture support.
# Building on an arm (Apple Silicon) Mac
**PCSX2 does not support building for arm. You will need to make Intel builds even on Apple Silicon and run them in Rosetta.**