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compiling error: platform=macos arch=arm64 threads=no #10534

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metanoder opened this issue Jan 21, 2025 · 1 comment
Open

compiling error: platform=macos arch=arm64 threads=no #10534

metanoder opened this issue Jan 21, 2025 · 1 comment

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@metanoder
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Your Godot version:
Godot 4.4 beta 1

Issue description:
Errors out compilation when compiling from source with cmd: "scons platform=macos arch=arm64 threads=no"

<--output below:-->

[ 4%] Compiling platform/macos/native_menu_macos.mm ...
In file included from platform/macos/godot_application.mm:33:
In file included from platform/macos/display_server_macos.h:51:
In file included from ./drivers/metal/rendering_context_driver_metal.h:42:
In file included from ./drivers/metal/metal_objects.h:55:
./drivers/metal/metal_utils.h:89:13: error: no template named 'function' in namespace 'std'
89 | Defer(std::function<void()> func) :
| ~~~~~^
./drivers/metal/metal_utils.h:94:7: error: no template named 'function' in namespace 'std'
94 | std::function<void()> func_;
| ~~~~~^
./drivers/metal/metal_utils.h:94:24: warning: private field 'func_' is not used [-Wunused-private-field]
94 | std::function<void()> func_;
| ^
1 warning and 2 errors generated.
scons: *** [platform/macos/display_server_macos.macos.editor.arm64.nothreads.o] Error 1
scons: building terminated because of errors.

<--end output-->

@bruvzg
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bruvzg commented Jan 21, 2025

Why are you trying to build it without threading support? threads=no exist for Web platform, it's unlikely any other platform can function without multithreading.

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