Compiling for Windows on ARM #7575
Replies: 1 comment
-
|
Thanks for writing this up. I used this as the starting point and got a native Windows 11 ARM64 build working locally. What worked from your notes:
A couple of extra things were needed on my machine (Lenovo X13s):
Running with WebGPU/DX12 worked: wezterm.exe -n --config "front_end='WebGpu'" start --always-new-process --no-auto-connect -- cmd /c exit 0 I changed the default frontend to WebGpu only for windows + aarch64, leaving other targets on the existing OpenGL default.
Validation I ran: cargo build --release I also checked the PE headers. The main executables are ARM64: wezterm.exe IMAGE_FILE_MACHINE_ARM64 And the runtime graphics DLLs I replaced are ARM64 / ARM64X: libEGL.dll IMAGE_FILE_MACHINE_ARM64 My fork with the working commit is here: https://github.com/bogorad/wezterm Commit: |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
I had an itch to get Wezterm native on my Windows arm64 machine. Here's what I had to do:
assets/windows/mesawith the opengl32.dll available on my system atC:\Windows\System32\opengl32.dllHopefully this will be useful for eventual official Windows on arm binaries.
Beta Was this translation helpful? Give feedback.
All reactions