Currently macOS arm64 builds are not supported. There are still some remaining items to fix as you discovered. You can however build on an Apple Silicon Mac by building the application as x86_64 and running it using Rosetta 2.
See the following issue and other discourse thread about current state of things:
opened 12:01AM - 02 Feb 23 UTC
Type: Enhancement
This is meta issues aiming to organize the sub-tasks associated with arm64 suppo… rt. See Sub-issues listed below.
Related issues and pull requests:
* https://github.com/Slicer/Slicer/issues/5944
* https://github.com/Slicer/Slicer/issues/6705
* https://github.com/Slicer/Slicer/issues/6490
* https://github.com/Slicer/Slicer/pull/8097
Related discourse posts:
* https://discourse.slicer.org/t/issues-running-slicer-on-macbook-m1-max/23974/3
* https://discourse.slicer.org/t/slicer-quit-unexpectedly-on-macbook-with-m1-chip/25989
* https://discourse.slicer.org/t/build-arm-32-openssl/31204
* https://discourse.slicer.org/t/developing-for-slicer-on-apple-silicon-build-targeting-x86-64/40686
PyTorch has support for using the shaders in the M series chips, but to use it, one has to use the arm64 version of Python. Should a native (in this case, M3) build of Slicer3D be possible? If yes, where should I get the 5.15.2 Qt package (for MacOS arm64)?
Thank you!
Gene