* Change so SingleFile will not build dependents by default. This can be enabled with -SingleFileBuildDependents
#preflight skipped
#rb joe.kirchoff
[CL 24344617 by henrik karlsson in ue5-main branch]
Changed how single files are built. We don't want to invalidate makefile everytime we build single files since it destroys turnaround times. With this change a single file compile can take 2s (+ the actual compile time).
The new behavior injects a special action per module when creating the makefile. These actions can be used to on-the-fly create a proper compile action that follows the rules of the module that the specific file belongs to.. In a normal build these actions are ignored since the logic deciding which actions to build is backtraced from which binaries we want to create.
When a specific file compile is triggered, the logic deciding which files to build search up all these special actions and create a lookup based on which folders the special actions handle. It then try to find the special action that handles the specific file. The matching special action then creates a compile action that can handle that specific file and then queue up the action for execution. If no special action is found it falls back to try to use actions that have this specific file as input (ispc files for example)
Details:
* Removed lots of custom code for "specific files" handling
* Changed so pch (both private and shared) always use definition file. Added #pragma once and change so pch wrapper file include definition file. This made the adaptive path and specific file easy to implement (just disable pch in compile environment and it will just work)
* Added SingleFileAction for both VCToolChain and ClangToolChain. It now works to compile specific headers and cpp files. (It creates wrapper files on the fly to be able to compile all header files (compiling headers directly blow up if there are circular includes)
* Fixed so GenerateClangDatabase mode works with new changes
* Moved the logic that makes sure all (directly) depending cpp files are recompiled when .h are included in the singlefile option
#preflight 63dcc46f78716a01e8069649
#rb joe.kirchoff
[CL 24094027 by henrik karlsson in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
- Changed -arm64 and -x64 to arm64 and x64
- Removed the Arches array and other multi-architecture stuff from Adnroid compiling and linking, and using the higher level UEToolchain functionality to handle multi-architecture
- AndroidToolchain is now a proper ClangToolchain subclass instead of overriding everything it did (being a proper ISPCToolchain subclass coming later)
- Updated some of the UEToolchain side stuff (Android is the first platform to need separate Link output, but still need a single Target)
- All the architecture stuff is driven by UEBuildAndroid, not AndroidToolchain, so the make-a-temp-toolchain object just to get architectures was removed
- Removed unused stuff like bAllowMissingNDK, bExecuteCompilerThroughShell, Arches/GPUArches arrays
- Added a high-levle ConvertToPlatformArchitecture() function that UBT can use to turn "x86_64" into the achitecture that Android wants of "x64"
#rb chris.babcock
#preflight 63bdb04271079a8d1c2ef110
[CL 23634002 by Josh Adams in ue5-main branch]
- Added UAT params to pass architecture by target type (-editorarchitecture, -clientarchitecture, -serverarchitecture, -programarchitecture). Keeping -specifiedarchitecture for compat, and it will set all the other 4 if they are not specified
- Changed ProjectGenerator to find Program .uproject files (logic was looking for .Target files under the .uproject's directory, which is not the case for Programs)
- Added two params to GetProjectArchitectures:
- bGetAllSupported - used to get all supported architectures, not just the ones currently being built for (needed for XcodeProject to know what architectures to allow in the dropdown)
- bIsDistributionMode - used to get architectures to compile when making distribution builds (probably want to compile all architectures for distro's)
- Removed the MacExports.TargetsAlowedForAppleSilicon, updated XcodeProject code to use the new GetProjectArchitectures()
#rb david.harvey
#jira none
#preflight 63909f217e0feab0b7bd8241
[CL 23428114 by Josh Adams in ue5-main branch]
- ConvertToReadableArchitecture() - turn an internal platform arch string to a printable version
- IsX86Architecture() - returns true if the platform arch string represents an x86 architecture
- Changed Linux to use the HumanReadableName as the FolderNameForArchitecture, so it's shorter and it is not obfuscated anymore
#rb brandon.schaefer
#preflight 638fc65e9549ddaa288ccf73
#fyi dan.thompson
[CL 23419149 by Josh Adams in ue5-main branch]
- Changed the very high level loop over targets and architectures to move the Architecture as innermost loop - this allows each target to compile with different architectures in the case of mutli-target compiling
- Added [Editor]DefaultArchitecture to Mac ini's - the [Editor]TargetArchitecture property is now what the target _supports_, and Default is what it will be built with if no architecture is specified (usually will be "Host" to indicate that whatever the current host platform is will be what is compiled. "All" can be used to compile Fat binaries by default.
- Updated the LinkEnvironment constructor that takes another LinkEnvironment and an Architecture, to filter the input files for that architecture, and removed the similar code from MacToolchain
- Updates for Programs for Mac compilation, either:
- Adding an .ini and a .uproject files - programs need a .uproject for UBT to be able to find their Config directory in a standard way)
- Marking the Target as not supporting Mac (some programs call Windows code directly)
- Updating libs to be fat (intel+arm)
#rb david.harvey
#preflight 638e47395624e6da5e9658d6
[CL 23397419 by Josh Adams in ue5-main branch]
- Mac changes to compile separately, but link together (with lipo) after making two .dylibs/executables
- Removed FixDylibDependencies on Mac by making "stub dylibs" to mimic what Windows does with import libs, to solve circular dependencies
- Added DependenciesToSkipByArchitecture to ModuleRules that is used, when making a new single-arch LinkEnvironment from a multi-arch LinkEnvironment, to strip out libraries, etc, that should not be included with that single architecture
#preflight 6387891b4004f73f623c85a0
#rb zack.neyland
[CL 23336522 by Josh Adams in ue5-main branch]
- test-specific targets and modules are constructed by RulesAssembly which removes a lot of spaghetti code
- no more excluding the Tests folder by default which is guaranteed to mislead users #fyi Jon.Nabozny
- test compilation in Tests is controlled through WITH_LOW_LEVEL_TESTS
- preparation code for switching tests between Catch2 / TestAutomation Fmwk
Nightly LLT PF 6260431391376845adeb4c40
#rnx
#preflight 62602d50dd47b4ad2173c30b
[CL 19834665 by chris constantinescu in ue5-main branch]
- When a file list is specified, any headers identified via a scan are added to a separate list of files to be compiled. These are always considered optional; since we don't know for sure whether they're part of the target, they are excluded from checks that require a matching binary to be identified for them.
- The -IgnoreInvalidFiles argument doesn't seem to have been working as intended, since the BuildBinaries will already contain all binaries for the target despite claims made in a comment (so bBuildShouldContinue will default to, and remain set to, false).
- While we could fix the logic to filter the binaries built for single-file compiles, it seems simpler to keep the same codepath as regular builds.
#preflight none
[CL 19408219 by Ben Marsh in ue5-main branch]
- Each module can now have a Tests folder at its root containing low level tests written with Catch2
- Used like this: UnrealBuildTool.exe -Mode=Test TargetName Platform Configuration
- It creates a test executable that's associated with the specified build Target and it includes all the tests for the Target AND all its dependencies as well
- When building without -Mode=Test it will omit the Tests folder contents from compilation: in theory we never allowed folders named Tests at the root of modules, but there might be isolated exceptions where we didn't validate folder names - in this case we will need to move that Tests folder one level up for example
- Code paths for test and non-test builds are entirely separated
#jira UE-135280
#rb Jerome.Delattre
#preflight 61e839d5276892ce10759205
[CL 18663474 by chris constantinescu in ue5-main branch]
Add new commandline option: -AlwaysRulesCompile, ensures that rules assemblies will be compiled during the run.
#jira none
#ROBOMERGE-SOURCE: CL 17428445 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17428452 by jonathan adamczewski in ue5-release-engine-test branch]
"-Rebuild" command line option for build targets, to perform a clean on a target before attempting to build it.
#jira none
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 17401398 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17401442 by jonathan adamczewski in ue5-release-engine-test branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
Use Microsoft.CodeAnalysis.CSharp.Workspaces for code analysis
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 16961691 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16961693 by joe kirchoff in ue5-release-engine-test branch]
Adding "using UnrealBuildBase" to some files (submitted separately to make subsequent CLs smaller)
#jira none
#trivial
#ROBOMERGE-SOURCE: CL 16657799 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16657806 by jonathan adamczewski in ue5-release-engine-test branch]