- UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)

#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
This commit is contained in:
Josh Adams
2021-01-31 15:09:58 -04:00
parent fe52551c2a
commit b0e4357576
286 changed files with 330 additions and 1317 deletions

View File

@@ -15,7 +15,7 @@ public class Python3 : ModuleRules
PythonSDKPaths PythonSDK = null;
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Linux)
{
// Check for an explicit version before using the auto-detection logic
var PythonRoot = System.Environment.GetEnvironmentVariable("UE_PYTHON_DIR");
@@ -47,11 +47,11 @@ public class Python3 : ModuleRules
// Make sure the Python SDK is the correct architecture
if (PythonSDK != null)
{
string ExpectedPointerSizeResult = Target.Platform == UnrealTargetPlatform.Win32 ? "4" : "8";
string ExpectedPointerSizeResult = "8";
// Invoke Python to query the pointer size of the interpreter so we can work out whether it's 32-bit or 64-bit
// todo: We probably need to do this for all platforms, but right now it's only an issue on Windows
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string Result = InvokePython(PythonSDK.PythonRoot, "-c \"import struct; print(struct.calcsize('P'))\"");
Result = Result != null ? Result.Replace("\r", "").Replace("\n", "") : null;
@@ -90,7 +90,7 @@ public class Python3 : ModuleRules
PublicDefinitions.Add(string.Format("UE_PYTHON_DIR=\"{0}\"", EngineRelativePythonRoot.Replace('\\', '/')));
// Some versions of Python need this define set when building on MSVC
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDefinitions.Add("HAVE_ROUND=1");
}
@@ -111,9 +111,9 @@ public class Python3 : ModuleRules
var PotentialSDKs = new List<PythonSDKPaths>();
// todo: This isn't correct for cross-compilation, we need to consider the host platform too
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
if (Target.Platform == UnrealTargetPlatform.Win64)
{
var PlatformDir = Target.Platform == UnrealTargetPlatform.Win32 ? "Win32" : "Win64";
var PlatformDir = "Win64";
PotentialSDKs.AddRange(
new PythonSDKPaths[] {
@@ -230,7 +230,7 @@ public class Python3 : ModuleRules
{
string LibFolder = null;
string LibNamePattern = null;
if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64)
if (Target.Platform == UnrealTargetPlatform.Win64)
{
LibFolder = "libs";
LibNamePattern = "python*.lib";