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Do not assume LTO when PGO is enabled on Android as it doesn't work well with NDK21
#jira none #rb trivial #preflight 6331a0757b582f58ab63f6a7 [CL 22188490 by dmytro vovk in ue5-main branch]
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@@ -721,8 +721,7 @@ namespace UnrealBuildTool
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Result += " -gline-tables-only";
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}
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bool bEnableLTO = CompileEnvironment.bPGOOptimize || CompileEnvironment.bPGOProfile;
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if (CompileEnvironment.bAllowLTCG || bEnableLTO)
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if (CompileEnvironment.bAllowLTCG)
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{
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if ((Options & ClangToolChainOptions.EnableThinLTO) != 0)
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{
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@@ -888,8 +887,7 @@ namespace UnrealBuildTool
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Result += " -gline-tables-only";
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}
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bool bEnableLTO = LinkEnvironment.bPGOOptimize || LinkEnvironment.bPGOProfile;
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if (LinkEnvironment.bAllowLTCG || bEnableLTO)
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if (LinkEnvironment.bAllowLTCG)
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{
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if ((Options & ClangToolChainOptions.EnableThinLTO) != 0)
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{
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@@ -469,14 +469,6 @@ namespace UnrealBuildTool
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}
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}
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// For consistency with other platforms, also enable LTO whenever doing profile-guided optimizations.
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// Obviously both PGI (instrumented) and PGO (optimized) binaries need to have that
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if (CompileEnvironment.bPGOProfile || CompileEnvironment.bPGOOptimize)
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{
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CompileEnvironment.bAllowLTCG = true;
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LinkEnvironment.bAllowLTCG = true;
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}
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CompileEnvironment.Definitions.Add("INT64_T_TYPES_NOT_LONG_LONG=1");
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SetUpSpecificEnvironment(Target, CompileEnvironment, LinkEnvironment, Logger);
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