Make Godot native staging target-aware

This commit is contained in:
gamer147
2026-07-31 08:55:17 -04:00
parent 45bd350c1f
commit 9e619fe10b
4 changed files with 80 additions and 10 deletions

View File

@@ -209,9 +209,10 @@ internal static class FfmpegMovieNative
? "age_movie_ffmpeg.dll"
: OperatingSystem.IsMacOS() ? "libage_movie_ffmpeg.dylib" : "libage_movie_ffmpeg.so";
string? configured = Environment.GetEnvironmentVariable("AGE_FFMPEG_NATIVE_DIR");
string rid = OperatingSystem.IsWindows() ? "win-x64"
: OperatingSystem.IsMacOS() ? (RuntimeInformation.ProcessArchitecture == Architecture.Arm64 ? "osx-arm64" : "osx-x64")
: "linux-x64";
string rid = RuntimeIdentifierFor(
OperatingSystem.IsWindows(),
OperatingSystem.IsMacOS(),
RuntimeInformation.ProcessArchitecture);
string[] candidates =
{
configured == null ? "" : Path.Combine(configured, fileName),
@@ -225,6 +226,23 @@ internal static class FfmpegMovieNative
$"{fileName} was not found; set AGE_FFMPEG_NATIVE_DIR or package runtimes/{rid}/native");
}
internal static string RuntimeIdentifierFor(
bool isWindows,
bool isMacOS,
Architecture architecture)
=> (isWindows, isMacOS, architecture) switch
{
(true, _, Architecture.X64) => "win-x64",
(true, _, Architecture.Arm64) => "win-arm64",
(false, true, Architecture.X64) => "osx-x64",
(false, true, Architecture.Arm64) => "osx-arm64",
(false, false, Architecture.X64) => "linux-x64",
(false, false, Architecture.Arm64) => "linux-arm64",
_ => throw new PlatformNotSupportedException(
$"The FFmpeg movie backend has no reserved RID for " +
$"{(isWindows ? "Windows" : isMacOS ? "macOS" : "Linux")}/{architecture}."),
};
internal static string DecodeUtf8(byte[] buffer)
{
int length = Array.IndexOf(buffer, (byte)0);