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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System ;
using System.Collections.Generic ;
using System.Text ;
using System.Diagnostics ;
using System.IO ;
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namespace UnrealBuildTool
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{
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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext ( FileReference InProjectFile ) : base ( UnrealTargetPlatform . Linux , InProjectFile )
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{
}
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/// <summary>
/// The current architecture
/// </summary>
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public override string GetActiveArchitecture ( )
{
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return LinuxPlatform . DefaultArchitecture ;
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}
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Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
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/// <summary>
/// Get name for architecture-specific directories (can be shorter than architecture name itself)
/// </summary>
public override string GetActiveArchitectureFolderName ( )
{
// shorten the string (heuristically)
string Arch = GetActiveArchitecture ( ) ;
uint Sum = 0 ;
int Len = Arch . Length ;
for ( int Index = 0 ; Index < Len ; + + Index )
{
Sum + = ( uint ) ( Arch [ Index ] ) ;
Sum < < = 1 ; // allowed to overflow
}
return Sum . ToString ( "X" ) ;
}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform ( string ModuleName , ModuleRules Rules , TargetInfo Target )
{
bool bBuildShaderFormats = UEBuildConfiguration . bForceBuildShaderFormats ;
if ( ! UEBuildConfiguration . bBuildRequiresCookedData )
{
if ( ModuleName = = "TargetPlatform" )
{
bBuildShaderFormats = true ;
}
}
// allow standalone tools to use target platform modules, without needing Engine
if ( ModuleName = = "TargetPlatform" )
{
if ( UEBuildConfiguration . bForceBuildTargetPlatforms )
{
Rules . DynamicallyLoadedModuleNames . Add ( "LinuxTargetPlatform" ) ;
Rules . DynamicallyLoadedModuleNames . Add ( "LinuxNoEditorTargetPlatform" ) ;
Rules . DynamicallyLoadedModuleNames . Add ( "LinuxServerTargetPlatform" ) ;
Rules . DynamicallyLoadedModuleNames . Add ( "AllDesktopTargetPlatform" ) ;
}
if ( bBuildShaderFormats )
{
// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
Rules . DynamicallyLoadedModuleNames . Add ( "ShaderFormatOpenGL" ) ;
}
}
}
/// <summary>
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/// Gives the platform a chance to 'override' the configuration settings
/// that are overridden on calls to RunUBT.
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/// </summary>
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/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
public override void ResetBuildConfiguration ( UnrealTargetConfiguration Configuration )
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{
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ValidateUEBuildConfiguration ( ) ;
}
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/// <summary>
/// Validate configuration for this platform
/// NOTE: This function can/will modify BuildConfiguration!
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
public override void ValidateBuildConfiguration ( CPPTargetConfiguration Configuration , CPPTargetPlatform Platform , bool bCreateDebugInfo )
{
UEBuildConfiguration . bCompileSimplygon = false ;
}
/// <summary>
/// Validate the UEBuildConfiguration for this platform
/// This is called BEFORE calling UEBuildConfiguration to allow setting
/// various fields used in that function such as CompileLeanAndMean...
/// </summary>
public override void ValidateUEBuildConfiguration ( )
{
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if ( ProjectFileGenerator . bGenerateProjectFiles & & ! UnrealBuildTool . RunningRocket ( ) )
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{
// When generating non-Rocket project files we need intellisense generator to include info from all modules,
// including editor-only third party libs
UEBuildConfiguration . bCompileLeanAndMeanUE = false ;
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}
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BuildConfiguration . bUseUnityBuild = true ;
// Don't stop compilation at first error...
BuildConfiguration . bStopXGECompilationAfterErrors = true ;
BuildConfiguration . bUseSharedPCHs = false ;
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}
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/// <summary>
/// Setup the target environment for building
/// </summary>
/// <param name="InBuildTarget"> The target being built</param>
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public override void SetUpEnvironment ( UEBuildTarget InBuildTarget )
{
InBuildTarget . GlobalCompileEnvironment . Config . Definitions . Add ( "PLATFORM_LINUX=1" ) ;
InBuildTarget . GlobalCompileEnvironment . Config . Definitions . Add ( "LINUX=1" ) ;
InBuildTarget . GlobalCompileEnvironment . Config . Definitions . Add ( "WITH_DATABASE_SUPPORT=0" ) ; //@todo linux: valid?
if ( GetActiveArchitecture ( ) . StartsWith ( "arm" ) )
{
InBuildTarget . GlobalCompileEnvironment . Config . Definitions . Add ( "REQUIRES_ALIGNED_INT_ACCESS" ) ;
}
// link with Linux libraries.
InBuildTarget . GlobalLinkEnvironment . Config . AdditionalLibraries . Add ( "pthread" ) ;
// Disable Simplygon support if compiling against the NULL RHI.
if ( InBuildTarget . GlobalCompileEnvironment . Config . Definitions . Contains ( "USE_NULL_RHI=1" ) )
{
UEBuildConfiguration . bCompileSimplygon = false ;
}
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if ( InBuildTarget . TargetType = = TargetRules . TargetType . Server )
{
// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
UEBuildConfiguration . bCompileICU = false ;
}
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}
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/// <summary>
/// Whether this platform should create debug information or not
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo ( UnrealTargetConfiguration Configuration )
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{
switch ( Configuration )
{
case UnrealTargetConfiguration . Development :
case UnrealTargetConfiguration . Shipping :
case UnrealTargetConfiguration . Test :
case UnrealTargetConfiguration . Debug :
default :
return true ;
} ;
}
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/// <summary>
/// Creates a toolchain instance for the given platform.
/// </summary>
/// <param name="Platform">The platform to create a toolchain for</param>
/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain ( CPPTargetPlatform Platform )
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{
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return new LinuxToolChain ( this ) ;
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}
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/// <summary>
/// Create a build deployment handler
/// </summary>
/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
/// <param name="DeploymentHandler">The output deployment handler</param>
/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
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public override UEBuildDeploy CreateDeploymentHandler ( )
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{
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return null ;
}
}
class LinuxPlatform : UEBuildPlatform
{
/// <summary>
/// Linux architecture (compiler target triplet)
/// </summary>
// FIXME: for now switching between architectures is hard-coded
public const string DefaultArchitecture = "x86_64-unknown-linux-gnu" ;
//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
LinuxPlatformSDK SDK ;
/// <summary>
/// Constructor
/// </summary>
public LinuxPlatform ( LinuxPlatformSDK InSDK ) : base ( UnrealTargetPlatform . Linux , CPPTargetPlatform . Linux )
{
SDK = InSDK ;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
/// </summary>
public override SDKStatus HasRequiredSDKsInstalled ( )
{
return SDK . HasRequiredSDKsInstalled ( ) ;
}
/// <summary>
/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
/// </summary>
/// <returns>True if the architecture name should be appended to the binary</returns>
public override bool RequiresArchitectureSuffix ( )
{
// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false ;
}
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public override bool CanUseXGE ( )
{
// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
return false ;
}
/// <summary>
/// Get the extension to use for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
public override string GetBinaryExtension ( UEBuildBinaryType InBinaryType )
{
switch ( InBinaryType )
{
case UEBuildBinaryType . DynamicLinkLibrary :
return ".so" ;
case UEBuildBinaryType . Executable :
return "" ;
case UEBuildBinaryType . StaticLibrary :
return ".a" ;
case UEBuildBinaryType . Object :
return ".o" ;
case UEBuildBinaryType . PrecompiledHeader :
return ".gch" ;
}
return base . GetBinaryExtension ( InBinaryType ) ;
}
/// <summary>
/// Get the extension to use for debug info for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The debug info extension (i.e. 'pdb')</returns>
public override string GetDebugInfoExtension ( UEBuildBinaryType InBinaryType )
{
return "" ;
}
/// <summary>
/// Whether PDB files should be used
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
/// <returns>bool true if PDB files should be used, false if not</returns>
public override bool ShouldUsePDBFiles ( CPPTargetPlatform Platform , CPPTargetConfiguration Configuration , bool bCreateDebugInfo )
{
return true ;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform ( string ModuleName , ModuleRules Rules , TargetInfo Target )
{
if ( ( Target . Platform = = UnrealTargetPlatform . Win32 ) | | ( Target . Platform = = UnrealTargetPlatform . Win64 ) )
{
if ( ! UEBuildConfiguration . bBuildRequiresCookedData )
{
if ( ModuleName = = "Engine" )
{
if ( UEBuildConfiguration . bBuildDeveloperTools )
{
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxTargetPlatform" ) ;
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxNoEditorTargetPlatform" ) ;
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxServerTargetPlatform" ) ;
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if ( UEBuildConfiguration . bForceBuildTargetPlatforms & & ModuleName = = "TargetPlatform" )
{
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxTargetPlatform" ) ;
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxNoEditorTargetPlatform" ) ;
Rules . PlatformSpecificDynamicallyLoadedModuleNames . Add ( "LinuxServerTargetPlatform" ) ;
}
}
}
/// <summary>
/// Creates a context for the given project on the current platform.
/// </summary>
/// <param name="ProjectFile">The project file for the current target</param>
/// <returns>New platform context object</returns>
public override UEBuildPlatformContext CreateContext ( FileReference ProjectFile )
{
return new LinuxPlatformContext ( ProjectFile ) ;
}
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}
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class LinuxPlatformSDK : UEBuildPlatformSDK
{
/// <summary>
/// This is the SDK version we support
/// </summary>
static private Dictionary < string , string > ExpectedSDKVersions = new Dictionary < string , string > ( )
{
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{ "x86_64-unknown-linux-gnu" , "v7_clang-3.7.0_ld-2.24_glibc-2.12.2" } ,
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{ "arm-unknown-linux-gnueabihf" , "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" } ,
} ;
/// <summary>
/// Platform name (embeds architecture for now)
/// </summary>
static private string TargetPlatformName = "Linux_x64" ;
/// <summary>
/// Whether platform supports switching SDKs during runtime
/// </summary>
/// <returns>true if supports</returns>
protected override bool PlatformSupportsAutoSDKs ( )
{
return true ;
}
/// <summary>
/// Returns platform-specific name used in SDK repository
/// </summary>
/// <returns>path to SDK Repository</returns>
public override string GetSDKTargetPlatformName ( )
{
return TargetPlatformName ;
}
/// <summary>
/// Returns SDK string as required by the platform
/// </summary>
/// <returns>Valid SDK string</returns>
protected override string GetRequiredSDKString ( )
{
string SDKString ;
if ( ! ExpectedSDKVersions . TryGetValue ( LinuxPlatform . DefaultArchitecture , out SDKString ) )
{
throw new BuildException ( "LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'" , LinuxPlatform . DefaultArchitecture ) ;
}
return SDKString ;
}
protected override String GetRequiredScriptVersionString ( )
{
return "3.0" ;
}
protected override bool PreferAutoSDK ( )
{
// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
return true ;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform
/// </summary>
protected override SDKStatus HasRequiredManualSDKInternal ( )
{
if ( BuildHostPlatform . Current . Platform = = UnrealTargetPlatform . Linux )
{
return SDKStatus . Valid ;
}
string BaseLinuxPath = Environment . GetEnvironmentVariable ( "LINUX_ROOT" ) ;
// we don't have an LINUX_ROOT specified
if ( String . IsNullOrEmpty ( BaseLinuxPath ) )
return SDKStatus . Invalid ;
// paths to our toolchains
BaseLinuxPath = BaseLinuxPath . Replace ( "\"" , "" ) ;
string ClangPath = Path . Combine ( BaseLinuxPath , @"bin\Clang++.exe" ) ;
if ( File . Exists ( ClangPath ) )
return SDKStatus . Valid ;
return SDKStatus . Invalid ;
}
}
class LinuxPlatformFactory : UEBuildPlatformFactory
{
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protected override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform . Linux ; }
}
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/// <summary>
/// Register the platform with the UEBuildPlatform class
/// </summary>
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protected override void RegisterBuildPlatforms ( )
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{
LinuxPlatformSDK SDK = new LinuxPlatformSDK ( ) ;
SDK . ManageAndValidateSDK ( ) ;
if ( ( ProjectFileGenerator . bGenerateProjectFiles = = true ) | | ( SDK . HasRequiredSDKsInstalled ( ) = = SDKStatus . Valid ) )
{
bool bRegisterBuildPlatform = true ;
string EngineSourcePath = Path . Combine ( ProjectFileGenerator . RootRelativePath , "Engine" , "Source" ) ;
string LinuxTargetPlatformFile = Path . Combine ( EngineSourcePath , "Developer" , "Linux" , "LinuxTargetPlatform" , "LinuxTargetPlatform.Build.cs" ) ;
if ( File . Exists ( LinuxTargetPlatformFile ) = = false )
{
bRegisterBuildPlatform = false ;
}
if ( bRegisterBuildPlatform = = true )
{
// Register this build platform for Linux
if ( BuildConfiguration . bPrintDebugInfo )
{
Console . WriteLine ( " Registering for {0}" , UnrealTargetPlatform . Linux . ToString ( ) ) ;
}
UEBuildPlatform . RegisterBuildPlatform ( new LinuxPlatform ( SDK ) ) ;
UEBuildPlatform . RegisterPlatformWithGroup ( UnrealTargetPlatform . Linux , UnrealPlatformGroup . Unix ) ;
}
}
}
}
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}