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UnrealEngineUWP/Engine/Source/ThirdParty/SpeedTree/SpeedTree.Build.cs

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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class SpeedTree : ModuleRules
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
public SpeedTree(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
var bPlatformAllowed = ((Target.Platform == UnrealTargetPlatform.Win32) ||
(Target.Platform == UnrealTargetPlatform.Win64) ||
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
(Target.Platform == UnrealTargetPlatform.Mac) || (Target.Platform == UnrealTargetPlatform.Linux));
if (bPlatformAllowed &&
UEBuildConfiguration.bCompileSpeedTree)
{
Definitions.Add("WITH_SPEEDTREE=1");
Definitions.Add("SPEEDTREE_KEY=INSERT_KEY_HERE");
string SpeedTreePath = UEBuildConfiguration.UEThirdPartySourceDirectory + "SpeedTree/SpeedTreeSDK-v7.0/";
PublicIncludePaths.Add(SpeedTreePath + "Include");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3105904 on 2016/08/30 by Ben.Marsh PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist) Change 3105974 on 2016/08/30 by Ben.Marsh PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans) Change 3106035 on 2016/08/30 by Ben.Marsh PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans) Change 3106172 on 2016/08/30 by Ben.Marsh UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line. #codreview Maciej.Mroz Change 3107642 on 2016/08/31 by Matthew.Griffin More Monolithic editor fixes Fixed IMPLEMENT_MODULE macros with incorrect module name Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD Fixed NiagaraConstants so that they can be used in multiple modules Change 3107808 on 2016/08/31 by Matthew.Griffin Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate Change 3111527 on 2016/09/02 by Matthew.Griffin Duplicating CL#3111524 from Release-4.13 stream Including Documentation/Extras in installed build Change 3117683 on 2016/09/08 by Ben.Marsh PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus) Change 3119707 on 2016/09/09 by Ben.Marsh UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files. Change 3120824 on 2016/09/12 by Ben.Marsh UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80. Change 3120996 on 2016/09/12 by Ben.Marsh Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line. #jira UE-35659 Change 3121353 on 2016/09/12 by Ben.Marsh Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies). Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3123144 on 2016/09/13 by Ben.Marsh BuildGraph: Fix exception due to mismatched argument lists. Change 3123160 on 2016/09/13 by Ben.Marsh Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc. Change 3123211 on 2016/09/13 by Ben.Marsh UBT: Fix exception writing a version manifest if the output directory does not exist. Change 3125300 on 2016/09/14 by Ben.Marsh UnrealVS: Few fixes to single-file compile command. * All documents are now saved before compile starts. * Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler. * Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects) Change 3125437 on 2016/09/14 by Ben.Marsh UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first. [CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015 || WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2017)
{
PublicLibraryPaths.Add(SpeedTreePath + "Lib/Windows/VC14.x64");
if (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
{
PublicAdditionalLibraries.Add("SpeedTreeCore_Windows_v7.0_VC14_MTDLL64_Static_d.lib");
}
else
{
PublicAdditionalLibraries.Add("SpeedTreeCore_Windows_v7.0_VC14_MTDLL64_Static.lib");
}
}
}
else if (Target.Platform == UnrealTargetPlatform.Win32)
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3105904 on 2016/08/30 by Ben.Marsh PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist) Change 3105974 on 2016/08/30 by Ben.Marsh PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans) Change 3106035 on 2016/08/30 by Ben.Marsh PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans) Change 3106172 on 2016/08/30 by Ben.Marsh UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line. #codreview Maciej.Mroz Change 3107642 on 2016/08/31 by Matthew.Griffin More Monolithic editor fixes Fixed IMPLEMENT_MODULE macros with incorrect module name Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD Fixed NiagaraConstants so that they can be used in multiple modules Change 3107808 on 2016/08/31 by Matthew.Griffin Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate Change 3111527 on 2016/09/02 by Matthew.Griffin Duplicating CL#3111524 from Release-4.13 stream Including Documentation/Extras in installed build Change 3117683 on 2016/09/08 by Ben.Marsh PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus) Change 3119707 on 2016/09/09 by Ben.Marsh UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files. Change 3120824 on 2016/09/12 by Ben.Marsh UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80. Change 3120996 on 2016/09/12 by Ben.Marsh Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line. #jira UE-35659 Change 3121353 on 2016/09/12 by Ben.Marsh Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies). Change 3121996 on 2016/09/12 by Ben.Marsh Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced). * Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result. * Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default. * Visual Studio source code accessor can talk to VS 2017 instances. * Added a VS2017 configuration for UnrealVS, and added precompiled vsix package. * Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express). * Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes. Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed. Change 3123144 on 2016/09/13 by Ben.Marsh BuildGraph: Fix exception due to mismatched argument lists. Change 3123160 on 2016/09/13 by Ben.Marsh Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc. Change 3123211 on 2016/09/13 by Ben.Marsh UBT: Fix exception writing a version manifest if the output directory does not exist. Change 3125300 on 2016/09/14 by Ben.Marsh UnrealVS: Few fixes to single-file compile command. * All documents are now saved before compile starts. * Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler. * Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects) Change 3125437 on 2016/09/14 by Ben.Marsh UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first. [CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
if (WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2015 || WindowsPlatform.Compiler == WindowsCompiler.VisualStudio2017)
{
PublicLibraryPaths.Add(SpeedTreePath + "Lib/Windows/VC14");
if (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
{
PublicAdditionalLibraries.Add("SpeedTreeCore_Windows_v7.0_VC14_MTDLL_Static_d.lib");
}
else
{
PublicAdditionalLibraries.Add("SpeedTreeCore_Windows_v7.0_VC14_MTDLL_Static.lib");
}
}
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicLibraryPaths.Add(SpeedTreePath + "Lib/MacOSX");
if (Target.Configuration == UnrealTargetConfiguration.Debug && BuildConfiguration.bDebugBuildsActuallyUseDebugCRT)
{
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/MacOSX/Debug/libSpeedTreeCore.a");
}
else
{
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/MacOSX/Release/libSpeedTreeCore.a");
}
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change 3240061 on 2016/12/19 by Ben.Marsh UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more. Change 3240175 on 2016/12/19 by Ben.Marsh UBT: Add the target name and project file location to the target rules. Change 3240490 on 2016/12/19 by Ben.Marsh UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs. Change 3240717 on 2016/12/20 by Ben.Marsh UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line. Change 3240718 on 2016/12/20 by Ben.Marsh UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT. Change 3241002 on 2016/12/20 by Ben.Marsh UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance. Change 3241027 on 2016/12/20 by Ben.Marsh Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency. Change 3241055 on 2016/12/20 by Ben.Marsh UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated. Change 3241156 on 2016/12/20 by Ben.Marsh Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using. Change 3241205 on 2016/12/20 by Ben.Marsh Replace all uses of TargetRules.TargetType with TargetType. Change 3241881 on 2016/12/21 by Ben.Marsh UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path. Change 3241895 on 2016/12/21 by Ben.Marsh UBT: Remove toolchain support for Windows XP. Change 3241908 on 2016/12/21 by Ben.Marsh UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field. Change 3242835 on 2016/12/22 by Ben.Marsh UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice. Change 3242837 on 2016/12/22 by Ben.Marsh Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds. Change 3242923 on 2016/12/22 by Ben.Marsh Build: Fixes for conforming incremental workspaces: * P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason. * Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces. Change 3242961 on 2016/12/22 by Ben.Marsh UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before. Change 3242981 on 2016/12/22 by Ben.Marsh UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT. Change 3242999 on 2016/12/22 by Ben.Marsh UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes. Change 3243022 on 2016/12/22 by Ben.Marsh UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line. Change 3243083 on 2016/12/22 by Ben.Marsh UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules. Change 3243090 on 2016/12/22 by Ben.Marsh UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work. Change 3243423 on 2016/12/23 by Ben.Marsh UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes. Change 3243516 on 2016/12/23 by Ben.Marsh UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs) Change 3244020 on 2016/12/28 by Ben.Marsh UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties. Change 3244074 on 2016/12/28 by Ben.Marsh UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary. Change 3244076 on 2016/12/28 by Ben.Marsh UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead. Change 3244083 on 2016/12/28 by Ben.Marsh UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes. Change 3244441 on 2016/12/31 by Ben.Marsh UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur. Change 3244687 on 2017/01/03 by Matthew.Griffin Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs Change 3246112 on 2017/01/04 by Ben.Marsh UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build. Change 3246223 on 2017/01/04 by Ben.Marsh UBT: Prevent version manifests being overridden if a file is not being built as part of the target. Change 3246387 on 2017/01/04 by Ben.Marsh UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it. Change 3247004 on 2017/01/04 by Ben.Marsh UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place. Change 3247250 on 2017/01/04 by Ben.Marsh UBT: Prevent precompiled binaries being added to the list of app binaries twice. Change 3247594 on 2017/01/05 by Ben.Marsh Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build. Change 3247763 on 2017/01/05 by Ben.Marsh UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them. Change 3247775 on 2017/01/05 by Ben.Marsh UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance. Change 3247811 on 2017/01/05 by Ben.Marsh EC: Add a batch file for testing postp filters. Change 3247839 on 2017/01/05 by Ben.Marsh EC: Include the name of the file being compiled when parsing MSVC errors and warnings. Change 3248101 on 2017/01/05 by Ben.Marsh UBT: Fix Android support for force included headers. Change 3248533 on 2017/01/05 by Ben.Marsh PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott) Change 3249205 on 2017/01/06 by Ben.Marsh UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present. Change 3249249 on 2017/01/06 by Ben.Marsh UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines. Change 3249486 on 2017/01/06 by Ben.Marsh UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies. Change 3249736 on 2017/01/06 by Ben.Marsh UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object. Change 3250179 on 2017/01/07 by Ben.Marsh Fix creating installed build when root directory contains a space in the name. Change 3250181 on 2017/01/07 by Ben.Marsh UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms. Change 3250223 on 2017/01/07 by Ben.Marsh UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together. Change 3250233 on 2017/01/07 by Ben.Marsh UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out. Change 3250241 on 2017/01/07 by Ben.Marsh UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules. Change 3250400 on 2017/01/08 by Ben.Marsh UBT: Move executor config settings onto the executor instances. Change 3257708 on 2017/01/13 by Ben.Marsh UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change. Change 3260535 on 2017/01/17 by Ben.Marsh Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job. Change 3260875 on 2017/01/17 by Ben.Marsh EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced. To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile. Change 3261724 on 2017/01/18 by Ben.Marsh Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job. Change 3261756 on 2017/01/18 by Ben.Marsh IncludeTool: Prevent matching a full enum declaration as a forward declaration. Change 3261932 on 2017/01/18 by Ben.Marsh EC: Add support for specifying days of the week in schedules. The following syntaxes are supported: "Monday, Tuesday and Wednesday at 10:30" "Daily except Sunday and Wednesday at 14:30" Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name. #jira UEB-729 Change 3262676 on 2017/01/18 by Ben.Marsh UBT: Split UBTMakefile into its own file. (From PR #3106) Change 3263893 on 2017/01/19 by Ben.Marsh UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc... Change 3264291 on 2017/01/19 by Ben.Marsh UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts. Change 3264534 on 2017/01/19 by Ben.Marsh UBT: Include plugin config files in generated projects. Change 3264571 on 2017/01/19 by Ben.Marsh UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files. Change 3265745 on 2017/01/20 by Ben.Marsh UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance. Change 3265777 on 2017/01/20 by Ben.Marsh UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode. Change 3268314 on 2017/01/23 by Ben.Marsh UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed. Change 3269601 on 2017/01/24 by Ben.Marsh UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled. Change 3269607 on 2017/01/24 by Ben.Marsh UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that. Change 3269608 on 2017/01/24 by Ben.Marsh UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated. Change 3271062 on 2017/01/24 by Ben.Marsh UBT: Fixes for bugs detected by PVS Studio (PR #3161) Change 3272421 on 2017/01/25 by Ben.Marsh Fix commends regarding DDC in BaseEngine.ini #jira UE-41076 Change 3272810 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272935 on 2017/01/25 by Ben.Marsh Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS. Change 3274167 on 2017/01/26 by Ben.Marsh Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables. #jira UE-36457 Change 3275557 on 2017/01/27 by Ben.Marsh Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is. Change 3275628 on 2017/01/27 by Ben.Marsh UBT: Splitting configuration files into one class per-file. Change 3276784 on 2017/01/29 by Ben.Marsh Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it. Change 3276792 on 2017/01/29 by Ben.Marsh UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT. Change 3277263 on 2017/01/30 by Ben.Marsh IncludeTool: Merging various fixes. * Fix warnings about #include directives after first code block from parsing monolithic headers. * Fix exception on startup if the intermediate directory does not already exist. * Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location. * Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare. * Remove (unused) code which makes assumptions about files ending with "Classes.h". * Add a verbose per-file output log to aid with debugging. * Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default. * Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list. * Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant. * Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first. * Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't. Change 3277307 on 2017/01/30 by Ben.Marsh UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line. [CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
if (Target.LinkType == TargetLinkType.Monolithic)
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
{
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Linux/" + Target.Architecture + "/Release/libSpeedTreeCore.a");
}
else
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Linux/" + Target.Architecture + "/Release/libSpeedTreeCore_fPIC.a");
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
}
}
}
}