// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text; using System.IO; using System.Linq; using System.Diagnostics; using Tools.DotNETCommon; namespace UnrealBuildTool { class Unity { /// /// Set of target names we've printed out adaptive non-unity messages for. /// public static HashSet PrintedSettingsForTargets = new HashSet(); /// /// Prefix used for all dynamically created Unity modules /// public static string ModulePrefix = "Module."; /// /// A class which represents a list of files and the sum of their lengths. /// public class FileCollection { public List Files { get; private set; } public List VirtualFiles { get; private set; } public long TotalLength { get; private set; } /// The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild. /// See the comment above AddVirtualFile() below for more information. public long VirtualLength { get; private set; } public FileCollection() { Files = new List(); VirtualFiles = new List(); TotalLength = 0; VirtualLength = 0; } public void AddFile(FileItem File) { Files.Add(File); long FileLength = File.Length; TotalLength += FileLength; VirtualLength += FileLength; } /// /// Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent /// other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files /// one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first /// time building after your working set of source files changes /// /// The virtual file to add to the collection public void AddVirtualFile(FileItem File) { VirtualFiles.Add(File); VirtualLength += File.Length; } } /// /// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and /// (perhaps) begin a new one. /// public class UnityFileBuilder { private List UnityFiles; private FileCollection CurrentCollection; private int SplitLength; /// /// Constructs a new UnityFileBuilder. /// /// The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting. public UnityFileBuilder(int InSplitLength) { UnityFiles = new List(); CurrentCollection = new FileCollection(); SplitLength = InSplitLength; } /// /// Adds a file to the current unity file. If splitting is required and the total size of the /// unity file exceeds the split limit, then a new file is automatically started. /// /// The file to add. public void AddFile(FileItem File) { CurrentCollection.AddFile(File); if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength) { EndCurrentUnityFile(); } } /// /// Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it /// was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info. /// /// The file to add virtually. Only the size of the file is tracked. public void AddVirtualFile(FileItem File) { CurrentCollection.AddVirtualFile(File); if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength) { EndCurrentUnityFile(); } } /// /// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file. /// public void EndCurrentUnityFile() { if (CurrentCollection.Files.Count == 0) return; UnityFiles.Add(CurrentCollection); CurrentCollection = new FileCollection(); } /// /// Returns the list of built unity files. The UnityFileBuilder is unusable after this. /// /// public List GetUnityFiles() { EndCurrentUnityFile(); List Result = UnityFiles; // Null everything to ensure that failure will occur if you accidentally reuse this object. CurrentCollection = null; UnityFiles = null; return Result; } } /// /// Given a set of C++ files, generates another set of C++ files that #include all the original /// files, the goal being to compile the same code in fewer translation units. /// The "unity" files are written to the CompileEnvironment's OutputDirectory. /// /// The target we're building /// The C++ files to #include. /// The environment that is used to compile the C++ files. /// Interface to query files which belong to the working set /// Base name to use for the Unity files /// Intermediate directory for unity cpp files /// The makefile being built /// Receives a mapping of source file to unity file /// The "unity" C++ files. public static List GenerateUnityCPPs( ReadOnlyTargetRules Target, List CPPFiles, CppCompileEnvironment CompileEnvironment, ISourceFileWorkingSet WorkingSet, string BaseName, DirectoryReference IntermediateDirectory, TargetMakefile Makefile, Dictionary SourceFileToUnityFile ) { List NewCPPFiles = new List(); UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform); // Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not. long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Length); // We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This // is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X // this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file. // When enabled, UnrealBuildTool will try to determine source files that you are actively iteratively changing, and break those files // out of their unity blobs so that you can compile them as individual translation units, much faster than recompiling the entire // unity blob each time. bool bUseAdaptiveUnityBuild = Target.bUseAdaptiveUnityBuild && !Target.bStressTestUnity; // Optimization only makes sense if PCH files are enabled. bool bForceIntoSingleUnityFile = Target.bStressTestUnity || (TotalBytesInCPPFiles < Target.NumIncludedBytesPerUnityCPP * 2 && Target.bUsePCHFiles); // Build the list of unity files. List AllUnityFiles; { // Sort the incoming file paths alphabetically, so there will be consistency in unity blobs across multiple machines. // Note that we're relying on this not only sorting files within each directory, but also the directories // themselves, so the whole list of file paths is the same across computers. List SortedCPPFiles = CPPFiles.GetRange(0, CPPFiles.Count); { // Case-insensitive file path compare, because you never know what is going on with local file systems Comparison FileItemComparer = (FileA, FileB) => { return FileA.AbsolutePath.ToLowerInvariant().CompareTo(FileB.AbsolutePath.ToLowerInvariant()); }; SortedCPPFiles.Sort(FileItemComparer); } // Figure out whether we REALLY want to use adaptive unity for this module. If nearly every file in the module appears in the working // set, we'll just go ahead and let unity build do its thing. if (bUseAdaptiveUnityBuild) { int CandidateWorkingSetSourceFileCount = 0; int WorkingSetSourceFileCount = 0; foreach (FileItem CPPFile in SortedCPPFiles) { ++CandidateWorkingSetSourceFileCount; // Don't include writable source files into unity blobs if (WorkingSet.Contains(CPPFile)) { ++WorkingSetSourceFileCount; // Mark this file as part of the working set. This will be saved into the UBT Makefile so that // the assembler can automatically invalidate the Makefile when the working set changes (allowing this // code to run again, to build up new unity blobs.) Makefile.WorkingSet.Add(CPPFile); } } if (WorkingSetSourceFileCount >= CandidateWorkingSetSourceFileCount) { // Every single file in the module appears in the working set, so don't bother using adaptive unity for this // module. Otherwise it would make full builds really slow. bUseAdaptiveUnityBuild = false; } } UnityFileBuilder CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : Target.NumIncludedBytesPerUnityCPP); StringBuilder AdaptiveUnityBuildInfoString = new StringBuilder(); foreach (FileItem CPPFile in SortedCPPFiles) { if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1) { NewCPPFiles.Add(CPPFile); } // When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with if (bUseAdaptiveUnityBuild && Makefile.WorkingSet.Contains(CPPFile)) { // Just compile this file normally, not as part of the unity blob NewCPPFiles.Add(CPPFile); // Let the unity file builder know about the file, so that we can retain the existing size of the unity blobs. // This won't actually make the source file part of the unity blob, but it will keep track of how big the // file is so that other existing unity blobs from the same module won't be invalidated. This prevents much // longer compile times the first time you build after your working file set changes. CPPUnityFileBuilder.AddVirtualFile(CPPFile); string CPPFileName = Path.GetFileName(CPPFile.AbsolutePath); if (AdaptiveUnityBuildInfoString.Length == 0) { AdaptiveUnityBuildInfoString.Append(String.Format("[Adaptive unity build] Excluded from {0} unity file: {1}", BaseName, CPPFileName)); } else { AdaptiveUnityBuildInfoString.Append(", " + CPPFileName); } } else { // If adaptive unity build is enabled for this module, add this source file to the set that will invalidate the makefile if(bUseAdaptiveUnityBuild) { Makefile.CandidatesForWorkingSet.Add(CPPFile); } // Compile this file as part of the unity blob CPPUnityFileBuilder.AddFile(CPPFile); } } if (AdaptiveUnityBuildInfoString.Length > 0) { if (PrintedSettingsForTargets.Add(Target.Name)) { if (Target.bAdaptiveUnityCreatesDedicatedPCH) { Log.TraceInformation("[Adaptive unity build] Creating dedicated PCH for each excluded file. Set bAdaptiveUnityCreatesDedicatedPCH to false in BuildConfiguration.xml to change this behavior."); } else if (Target.bAdaptiveUnityDisablesPCH) { Log.TraceInformation("[Adaptive unity build] Disabling PCH for excluded files. Set bAdaptiveUnityDisablesPCH to false in BuildConfiguration.xml to change this behavior."); } if (Target.bAdaptiveUnityDisablesOptimizations) { Log.TraceInformation("[Adaptive unity build] Disabling optimizations for excluded files. Set bAdaptiveUnityDisablesOptimizations to false in BuildConfiguration.xml to change this behavior."); } if (Target.bAdaptiveUnityEnablesEditAndContinue) { Log.TraceInformation("[Adaptive unity build] Enabling Edit & Continue for excluded files. Set bAdaptiveUnityEnablesEditAndContinue to false in BuildConfiguration.xml to change this behavior."); } } Log.TraceInformation(AdaptiveUnityBuildInfoString.ToString()); } AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles(); } // Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding // actions to compile them. int CurrentUnityFileCount = 0; foreach (FileCollection UnityFile in AllUnityFiles) { ++CurrentUnityFileCount; StringWriter OutputUnityCPPWriter = new StringWriter(); OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files."); // Add source files to the unity file foreach (FileItem CPPFile in UnityFile.Files) { OutputUnityCPPWriter.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath.Replace('\\', '/')); } // Determine unity file path name string UnityCPPFileName; if (AllUnityFiles.Count > 1) { UnityCPPFileName = string.Format("{0}{1}.{2}_of_{3}.cpp", ModulePrefix, BaseName, CurrentUnityFileCount, AllUnityFiles.Count); } else { UnityCPPFileName = string.Format("{0}{1}.cpp", ModulePrefix, BaseName); } FileReference UnityCPPFilePath = FileReference.Combine(IntermediateDirectory, UnityCPPFileName); // Write the unity file to the intermediate folder. FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString()); NewCPPFiles.Add(UnityCPPFile); // Store the mapping of source files to unity files in the makefile foreach(FileItem SourceFile in UnityFile.Files) { SourceFileToUnityFile[SourceFile] = UnityCPPFile; } foreach (FileItem SourceFile in UnityFile.VirtualFiles) { SourceFileToUnityFile[SourceFile] = UnityCPPFile; } } return NewCPPFiles; } } }