// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text; using System.Diagnostics; using System.IO; namespace UnrealBuildTool { class LinuxPlatformContext : UEBuildPlatformContext { /** Architecture as stored in the ini. */ public enum LinuxArchitecture { /** x86_64, most commonly used architecture.*/ X86_64UnknownLinuxGnu, /** A.k.a. AArch32, ARM 32-bit with hardware floats */ ArmUnknownLinuxGnueabihf, /** AArch64, ARM 64-bit */ AArch64UnknownLinuxGnueabi } /** Currently active architecture */ private string ActiveArchitecture = LinuxPlatform.DefaultArchitecture; public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile) { // read settings from the config string EngineIniPath = ProjectFile != null ? ProjectFile.Directory.FullName : null; if (String.IsNullOrEmpty(EngineIniPath)) { // If the project file hasn't been specified, try to get the path from -remoteini command line param EngineIniPath = UnrealBuildTool.GetRemoteIniPath(); } DirectoryReference EngineIniDir = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath) : null; ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Linux, "Engine", EngineIniDir); string LinuxArchitectureString; if (Ini.GetString("/Script/LinuxTargetPlatform.LinuxTargetSettings", "TargetArchitecture", out LinuxArchitectureString)) { LinuxArchitecture Architecture; if (Enum.TryParse(LinuxArchitectureString, out Architecture)) { switch (Architecture) { default: System.Console.WriteLine("Architecture enum value {0} does not map to a valid triplet.", Architecture); break; case LinuxArchitecture.X86_64UnknownLinuxGnu: ActiveArchitecture = "x86_64-unknown-linux-gnu"; break; case LinuxArchitecture.ArmUnknownLinuxGnueabihf: ActiveArchitecture = "arm-unknown-linux-gnueabihf"; break; case LinuxArchitecture.AArch64UnknownLinuxGnueabi: ActiveArchitecture = "aarch64-unknown-linux-gnueabi"; break; } } } } /// /// The current architecture /// public override string GetActiveArchitecture() { return ActiveArchitecture; } /// /// Get name for architecture-specific directories (can be shorter than architecture name itself) /// public override string GetActiveArchitectureFolderName() { // shorten the string (heuristically) string Arch = GetActiveArchitecture(); uint Sum = 0; int Len = Arch.Length; for (int Index = 0; Index < Len; ++Index) { Sum += (uint)(Arch[Index]); Sum <<= 1; // allowed to overflow } return Sum.ToString("X"); } /// /// Modify the rules for a newly created module, in a target that's being built for this platform. /// This is not required - but allows for hiding details of a particular platform. /// /// The name of the module /// The module rules /// The target being build public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target) { bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats; if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (ModuleName == "TargetPlatform") { bBuildShaderFormats = true; } } // allow standalone tools to use target platform modules, without needing Engine if (ModuleName == "TargetPlatform") { if (UEBuildConfiguration.bForceBuildTargetPlatforms) { Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform"); Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform"); Rules.DynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform"); Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform"); Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform"); } if (bBuildShaderFormats) { // Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D"); Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL"); } } } /// /// Gives the platform a chance to 'override' the configuration settings /// that are overridden on calls to RunUBT. /// /// The UnrealTargetConfiguration being built public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration) { ValidateUEBuildConfiguration(); } /// /// Validate configuration for this platform /// NOTE: This function can/will modify BuildConfiguration! /// /// The CPPTargetPlatform being built /// The CPPTargetConfiguration being built /// true if debug info is getting create, false if not public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo) { UEBuildConfiguration.bCompileSimplygon = false; UEBuildConfiguration.bCompileSimplygonSSF = false; // depends on arch, APEX cannot be as of November'16 compiled for AArch32/64 UEBuildConfiguration.bCompileAPEX = GetActiveArchitecture().StartsWith("x86_64"); } /// /// Validate the UEBuildConfiguration for this platform /// This is called BEFORE calling UEBuildConfiguration to allow setting /// various fields used in that function such as CompileLeanAndMean... /// public override void ValidateUEBuildConfiguration() { if (ProjectFileGenerator.bGenerateProjectFiles) { // When generating project files we need intellisense generator to include info from all modules, // including editor-only third party libs UEBuildConfiguration.bCompileLeanAndMeanUE = false; } // Don't stop compilation at first error... BuildConfiguration.bStopXGECompilationAfterErrors = true; } /// /// Setup the target environment for building /// /// The target being built public override void SetUpEnvironment(UEBuildTarget InBuildTarget) { InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1"); InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1"); InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_SUPPORTS_JEMALLOC=1"); // this define does not set jemalloc as default, just indicates its support InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid? if (GetActiveArchitecture().StartsWith("arm")) // AArch64 doesn't strictly need that - aligned access improves perf, but this will be likely offset by memcpys we're doing to guarantee it. { InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS"); } // link with Linux libraries. InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread"); // Disable Simplygon support if compiling against the NULL RHI. if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1")) { UEBuildConfiguration.bCompileSimplygon = false; UEBuildConfiguration.bCompileSimplygonSSF = false; } // At the moment ICU has not been compiled for AArch64. Also, localization isn't needed on servers by default, and ICU is pretty heavy if (GetActiveArchitecture().StartsWith("aarch64") || InBuildTarget.TargetType == TargetRules.TargetType.Server) { UEBuildConfiguration.bCompileICU = false; } } /// /// Whether this platform should create debug information or not /// /// The UnrealTargetPlatform being built /// The UnrealTargetConfiguration being built /// bool true if debug info should be generated, false if not public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration) { switch (Configuration) { case UnrealTargetConfiguration.Development: case UnrealTargetConfiguration.Shipping: case UnrealTargetConfiguration.Test: case UnrealTargetConfiguration.Debug: default: return true; }; } /// /// Creates a toolchain instance for the given platform. /// /// The platform to create a toolchain for /// New toolchain instance. public override UEToolChain CreateToolChain(CPPTargetPlatform Platform) { return new LinuxToolChain(this); } /// /// Create a build deployment handler /// /// The project file of the target being deployed. Used to find any deployment specific settings. /// The output deployment handler /// True if the platform requires a deployment handler, false otherwise public override UEBuildDeploy CreateDeploymentHandler() { return null; } } class LinuxPlatform : UEBuildPlatform { /// /// Linux architecture (compiler target triplet) /// // FIXME: for now switching between architectures is hard-coded public const string DefaultArchitecture = "x86_64-unknown-linux-gnu"; //public const string DefaultArchitecture = "arm-unknown-linux-gnueabihf"; //public const string DefaultArchitecture = "aarch64-unknown-linux-gnueabi"; LinuxPlatformSDK SDK; /// /// Constructor /// public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux) { SDK = InSDK; } /// /// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK. /// public override SDKStatus HasRequiredSDKsInstalled() { return SDK.HasRequiredSDKsInstalled(); } /// /// Allows the platform to override whether the architecture name should be appended to the name of binaries. /// /// True if the architecture name should be appended to the binary public override bool RequiresArchitectureSuffix() { // Linux ignores architecture-specific names, although it might be worth it to prepend architecture return false; } public override bool CanUseXGE() { // XGE crashes with very high probability when v8_clang-3.9.0-centos cross-toolchain is used on Windows. Please make sure this is resolved before re-enabling it. return BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux; } /// /// Get the extension to use for the given binary type /// /// The binary type being built /// string The binary extension (i.e. 'exe' or 'dll') public override string GetBinaryExtension(UEBuildBinaryType InBinaryType) { switch (InBinaryType) { case UEBuildBinaryType.DynamicLinkLibrary: return ".so"; case UEBuildBinaryType.Executable: return ""; case UEBuildBinaryType.StaticLibrary: return ".a"; case UEBuildBinaryType.Object: return ".o"; case UEBuildBinaryType.PrecompiledHeader: return ".gch"; } return base.GetBinaryExtension(InBinaryType); } /// /// Get the extension to use for debug info for the given binary type /// /// The binary type being built /// string The debug info extension (i.e. 'pdb') public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType) { return ""; } /// /// Whether PDB files should be used /// /// The CPPTargetPlatform being built /// The CPPTargetConfiguration being built /// true if debug info is getting create, false if not /// bool true if PDB files should be used, false if not public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo) { return true; } /// /// Modify the rules for a newly created module, where the target is a different host platform. /// This is not required - but allows for hiding details of a particular platform. /// /// The name of the module /// The module rules /// The target being build public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target) { if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64)) { if (!UEBuildConfiguration.bBuildRequiresCookedData) { if (ModuleName == "Engine") { if (UEBuildConfiguration.bBuildDeveloperTools) { Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform"); } } } // allow standalone tools to use targetplatform modules, without needing Engine if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform") { Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxClientTargetPlatform"); Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform"); } } } /// /// Creates a context for the given project on the current platform. /// /// The project file for the current target /// New platform context object public override UEBuildPlatformContext CreateContext(FileReference ProjectFile) { return new LinuxPlatformContext(ProjectFile); } } class LinuxPlatformSDK : UEBuildPlatformSDK { /// /// This is the SDK version we support /// static string ExpectedSDKVersion = "v8_clang-3.9.0-centos7"; // now unified for all the architectures /// /// Platform name (embeds architecture for now) /// static private string TargetPlatformName = "Linux_x64"; /// /// Whether platform supports switching SDKs during runtime /// /// true if supports protected override bool PlatformSupportsAutoSDKs() { return true; } /// /// Returns platform-specific name used in SDK repository /// /// path to SDK Repository public override string GetSDKTargetPlatformName() { return TargetPlatformName; } /// /// Returns SDK string as required by the platform /// /// Valid SDK string protected override string GetRequiredSDKString() { return ExpectedSDKVersion; } protected override String GetRequiredScriptVersionString() { return "3.0"; } protected override bool PreferAutoSDK() { // having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs return true; } /// /// Whether the required external SDKs are installed for this platform /// protected override SDKStatus HasRequiredManualSDKInternal() { if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux) { return SDKStatus.Valid; } string MultiArchRoot = Environment.GetEnvironmentVariable("LINUX_MULTIARCH_ROOT"); string BaseLinuxPath; if (MultiArchRoot != null) { // FIXME: UBT should loop across all the architectures and compile for all the selected ones. BaseLinuxPath = Path.Combine(MultiArchRoot, LinuxPlatform.DefaultArchitecture); } else { // support the existing, non-multiarch toolchains for continuity BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT"); } // we don't have an LINUX_ROOT specified if (String.IsNullOrEmpty(BaseLinuxPath)) { return SDKStatus.Invalid; } // paths to our toolchains BaseLinuxPath = BaseLinuxPath.Replace("\"", ""); string ClangPath = Path.Combine(BaseLinuxPath, @"bin\clang++.exe"); if (File.Exists(ClangPath)) { return SDKStatus.Valid; } return SDKStatus.Invalid; } } class LinuxPlatformFactory : UEBuildPlatformFactory { protected override UnrealTargetPlatform TargetPlatform { get { return UnrealTargetPlatform.Linux; } } /// /// Register the platform with the UEBuildPlatform class /// protected override void RegisterBuildPlatforms() { LinuxPlatformSDK SDK = new LinuxPlatformSDK(); SDK.ManageAndValidateSDK(); if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid)) { bool bRegisterBuildPlatform = true; string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source"); string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs"); if (File.Exists(LinuxTargetPlatformFile) == false) { bRegisterBuildPlatform = false; } if (bRegisterBuildPlatform == true) { // Register this build platform for Linux if (BuildConfiguration.bPrintDebugInfo) { Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString()); } UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK)); UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix); } } } } }