Commit Graph

5 Commits

Author SHA1 Message Date
Mike Fricker
6197a82c6e Minor dependency performance improvements to UnrealBuildTool
- Faster include dependency caching (ToLowerInvariant() is faster than StringComparer.InvariantCultureIgnoreCase on all platforms)
- Cached off the list of FileInfos when requesting cached include dependencies (reduces string hash lookup spam)
- Moved an object lookup out of an inner loop

[CL 2399988 by Mike Fricker in Main branch]
2015-01-07 13:18:51 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mike Fricker
80f6dc9362 UnrealBuildTool: Experimental fast C++ include dependency scanning
- Adds experimental super-fast C++ outdated file checking
- This feature is turned off for now as we continue to test and improve it
      - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml
- Here is the basic idea:
     - We no longer exhaustively scan all includes and build up a big graph every invocation
     - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled
     - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin")
     - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date
- Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature.

UnrealBuildTool: Determination of which modules have UObjects is now faster
- We now cache which modules have UObjects and load those for the next session

UnrealBuildTool: Module "shared" precompiled header determination is now much faster
- We no longer scan all C++ includes for a module to figure out which "shared" PCH to use
- Instead, we use the module dependencies specified in the module's *.Build.cs file
- For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH

Other UBT optimizations:
- Reduced calls to string formatting functions when setting up API definitions for all modules
- Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml
- We no longer check for "external" headers when scanning includes (this code didn't work at all)
- Optimized CleanDirectorySeparators() utility function to avoid string copies

Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder

[CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
Mike Fricker
120b80ad3d Removed obsoleted UObject source file checking code
- This hasn't been needed for a few months, since the new GetUHTModuleInfo() implementation

[CL 2223479 by Mike Fricker in Main branch]
2014-07-18 10:25:51 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00