build(macos): bundle libSDL3.dylib for sdl2-compat - #43
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Homebrew's sdl2 formula ships sdl2-compat (2.32+), which dlopens libSDL3.dylib at runtime, trying @loader_path first. dylibbundler only walks LC_LOAD_DYLIB entries, so SDL3 never landed in the app bundle and launch died with "Failed loading SDL3 library.". After dylibbundler runs, detect sdl2-compat in the bundled libSDL2 (it embeds the dlopen name libSDL3.dylib; real SDL2 does not), copy libSDL3.dylib next to it from the Homebrew prefix, and re-sign the bundle so the seal stays valid. Real-SDL2 builds are untouched.
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Per review: --deep on the executable does not regenerate the enclosing bundle's resource seal. Sign nested code (libSDL3.dylib) first, then the .app itself.
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Found while reproducing #3 on macOS.
Problem
Launching the macOS app bundle shows "Fatal error: failed loading SDL3 library" and never starts.
Homebrew's
sdl2formula now installs sdl2-compat (2.32.x), which implements the SDL2 API on top of SDL3 anddlopen()slibSDL3.dylibat runtime (first candidate:@loader_path/libSDL3.dylib). The bundle's gathering step (dylibbundler) only walksLC_LOAD_DYLIBentries, so SDL3 is a hidden dependency it cannot see — it never gets copied intoFrameworks/, and the app dies on launch.Fix
New post-build step (
cmake/macos/BundleSDL3Compat.cmake), running after dylibbundler:libSDL2-2.0.0.dylib(it embeds the literal dlopen namelibSDL3.dylib; real SDL2 does not).libSDL3.dylib(hints: the linked SDL2's directory, Homebrew prefixes) and copies it intoFrameworks/, warning at build time if SDL3 is missing.Builds against real SDL2 are untouched (script exits early).
Verification
libSDL3.dylib,codesign -v --deeppasses, app boots to emulation with no manual patching (previously required a hand-copied dylib).