// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. using System; using System.Collections.Generic; using System.Text.RegularExpressions; using System.Diagnostics; using System.IO; using System.Linq; using Tools.DotNETCommon; namespace UnrealBuildTool { class HTML5ToolChain : UEToolChain { // ini configurations static bool enableSIMD = false; static bool enableMultithreading = false; static bool bEnableTracing = false; // Debug option // verbose feedback delegate void VerbosePrint(CppConfiguration Configuration, bool bOptimizeForSize); // proto static VerbosePrint PrintOnce = new VerbosePrint(PrintOnceOn); // fn ptr static void PrintOnceOff(CppConfiguration Configuration, bool bOptimizeForSize) {} // noop static void PrintOnceOn(CppConfiguration Configuration, bool bOptimizeForSize) { if (Configuration == CppConfiguration.Debug) Log.TraceInformation("HTML5ToolChain: " + Configuration + " -O0 faster compile time"); else if (bOptimizeForSize) Log.TraceInformation("HTML5ToolChain: " + Configuration + " -Oz favor size over speed"); else if (Configuration == CppConfiguration.Development) Log.TraceInformation("HTML5ToolChain: " + Configuration + " -O2 aggressive size and speed optimization"); else if (Configuration == CppConfiguration.Shipping) Log.TraceInformation("HTML5ToolChain: " + Configuration + " -O3 favor speed over size"); PrintOnce = new VerbosePrint(PrintOnceOff); // clear } public HTML5ToolChain(FileReference InProjectFile) : base(CppPlatform.HTML5) { if (!HTML5SDKInfo.IsSDKInstalled()) { throw new BuildException("HTML5 SDK is not installed; cannot use toolchain."); } // ini configs // - normal ConfigCache w/ UnrealBuildTool.ProjectFile takes all game config ini files // (including project config ini files) // - but, during packaging, if -remoteini is used -- need to use UnrealBuildTool.GetRemoteIniPath() // (note: ConfigCache can take null ProjectFile) string EngineIniPath = UnrealBuildTool.GetRemoteIniPath(); DirectoryReference ProjectDir = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath) : DirectoryReference.FromFile(InProjectFile); ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectDir, UnrealTargetPlatform.HTML5); // Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableSIMD", out enableSIMD); // Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableMultithreading", out enableMultithreading); Ini.GetBool("/Script/HTML5PlatformEditor.HTML5TargetSettings", "EnableTracing", out bEnableTracing); // TODO: remove this "fix" when emscripten supports (SIMD & pthreads) + WASM enableSIMD = false; // TODO: double check Engine/Source/Runtime/Core/Private/HTML5/HTML5PlatformProcess.cpp::SupportsMultithreading() enableMultithreading = false; Log.TraceInformation("HTML5ToolChain: EnableSIMD = " + enableSIMD ); Log.TraceInformation("HTML5ToolChain: EnableMultithreading " + enableMultithreading ); Log.TraceInformation("HTML5ToolChain: EnableTracing = " + bEnableTracing ); PrintOnce = new VerbosePrint(PrintOnceOn); // reset Log.TraceInformation("Setting Emscripten SDK: located in " + HTML5SDKInfo.EMSCRIPTEN_ROOT); HTML5SDKInfo.SetupEmscriptenTemp(); HTML5SDKInfo.SetUpEmscriptenConfigFile(); if (Environment.GetEnvironmentVariable("EMSDK") == null) // If EMSDK is present, Emscripten is already configured by the developer { // If not using preset emsdk, configure our generated .emscripten config, instead of autogenerating one in the user's home directory. Environment.SetEnvironmentVariable("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN); Environment.SetEnvironmentVariable("EM_CACHE", HTML5SDKInfo.EMSCRIPTEN_CACHE); } } string GetSharedArguments_Global(CppConfiguration Configuration, bool bOptimizeForSize, string Architecture, bool bEnableShadowVariableWarnings, bool bShadowVariableWarningsAsErrors, bool bEnableUndefinedIdentifierWarnings, bool bUndefinedIdentifierWarningsAsErrors, bool bUseInlining) { string Result = " "; // string Result = " -Werror"; Result += " -fdiagnostics-format=msvc"; Result += " -fno-exceptions"; Result += " -Wdelete-non-virtual-dtor"; Result += " -Wno-switch"; // many unhandled cases Result += " -Wno-tautological-constant-out-of-range-compare"; // comparisons from TCHAR being a char Result += " -Wno-tautological-compare"; // comparison of unsigned expression < 0 is always false" (constant comparisons, which are possible with template arguments) Result += " -Wno-tautological-undefined-compare"; // pointer cannot be null in well-defined C++ code; comparison may be assumed to always evaluate Result += " -Wno-inconsistent-missing-override"; // as of 1.35.0, overriding a member function but not marked as 'override' triggers warnings Result += " -Wno-undefined-var-template"; // 1.36.11 Result += " -Wno-invalid-offsetof"; // using offsetof on non-POD types Result += " -Wno-gnu-string-literal-operator-template"; // allow static FNames // no longer needed as of UE4.18 // Result += " -Wno-array-bounds"; // some VectorLoads go past the end of the array, but it's okay in that case if (bEnableShadowVariableWarnings) { Result += " -Wshadow" ;//+ (bShadowVariableWarningsAsErrors ? "" : " -Wno-error=shadow"); } if (bEnableUndefinedIdentifierWarnings) { Result += " -Wundef" ;//+ (bUndefinedIdentifierWarningsAsErrors ? "" : " -Wno-error=undef"); } // -------------------------------------------------------------------------------- if (Configuration == CppConfiguration.Debug) { // WARNING: UEBuildTarget.cs :: GetCppConfiguration() Result += " -O0"; // faster compile time // DebugGame is forced to Development } // i.e. this will never get hit... else if (bOptimizeForSize) { // Engine/Source/Programs/UnrealBuildTool/HTML5/UEBuildHTML5.cs Result += " -Oz"; // favor size over speed // bCompileForSize=true; // set false, to build -O2 or -O3 } // SOURCE BUILD ONLY else if (Configuration == CppConfiguration.Development) { Result += " -O2"; // aggressive size and speed optimization } else if (Configuration == CppConfiguration.Shipping) { Result += " -O3"; // favor speed over size } if (!bUseInlining) { Result += " -fno-inline-functions"; } PrintOnce(Configuration, bOptimizeForSize); // -------------------------------------------------------------------------------- // JavaScript option overrides (see src/settings.js) if (enableSIMD) { Result += " -msse2 -s SIMD=1"; } if (enableMultithreading) { Result += " -s USE_PTHREADS=1"; } // -------------------------------------------------------------------------------- // Expect that Emscripten SDK has been properly set up ahead in time (with emsdk and prebundled toolchains this is always the case) // This speeds up builds a tiny bit. Environment.SetEnvironmentVariable("EMCC_SKIP_SANITY_CHECK", "1"); // THESE ARE TEST/DEBUGGING // Environment.SetEnvironmentVariable("EMCC_DEBUG", "1"); // Environment.SetEnvironmentVariable("EMCC_CORES", "8"); // Environment.SetEnvironmentVariable("EMCC_OPTIMIZE_NORMALLY", "1"); // Linux builds needs this - or else system clang will be attempted to be picked up instead of UE4's // TODO: test on other platforms to remove this if() check if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux) { Environment.SetEnvironmentVariable(HTML5SDKInfo.PLATFORM_USER_HOME, HTML5SDKInfo.HTML5Intermediatory); } return Result; } string GetCLArguments_Global(CppCompileEnvironment CompileEnvironment) { string Result = GetSharedArguments_Global(CompileEnvironment.Configuration, CompileEnvironment.bOptimizeForSize, CompileEnvironment.Architecture, CompileEnvironment.bEnableShadowVariableWarnings, CompileEnvironment.bShadowVariableWarningsAsErrors, CompileEnvironment.bEnableUndefinedIdentifierWarnings, CompileEnvironment.bUndefinedIdentifierWarningsAsErrors, CompileEnvironment.bUseInlining); // no longer needed as of UE4.18 // Result += " -Wno-reorder"; // we disable constructor order warnings. return Result; } static string GetCLArguments_CPP(CppCompileEnvironment CompileEnvironment) { string Result = " -std=c++14"; return Result; } static string GetCLArguments_C(string Architecture) { string Result = ""; return Result; } string GetLinkArguments(LinkEnvironment LinkEnvironment) { string Result = GetSharedArguments_Global(LinkEnvironment.Configuration, LinkEnvironment.bOptimizeForSize, LinkEnvironment.Architecture, false, false, false, false, false); /* N.B. When editing link flags in this function, UnrealBuildTool does not seem to automatically pick them up and do an incremental * relink only of UE4Game.js (at least when building blueprints projects). Therefore after editing, delete the old build * outputs to force UE4 to relink: * * > rm Engine/Binaries/HTML5/UE4Game.js* */ // suppress link time warnings // no longer needed as of UE4.18 // Result += " -Wno-parentheses"; // precedence order // enable verbose mode Result += " -v"; // do we want debug info? if (LinkEnvironment.Configuration == CppConfiguration.Debug || LinkEnvironment.bCreateDebugInfo) { // TODO: Would like to have -g2 enabled here, but the UE4 manifest currently requires that UE4Game.js.symbols // is always generated to the build, but that file is redundant if -g2 is passed (i.e. --emit-symbol-map gets ignored) // so in order to enable -g2 builds, the UE4 packager should be made aware that .symbols file might not always exist. // Result += " -g2"; // As a lightweight alternative, just retain function names in output. Result += " --profiling-funcs"; // dump headers: http://stackoverflow.com/questions/42308/tool-to-track-include-dependencies // Result += " -H"; } else if (LinkEnvironment.Configuration == CppConfiguration.Development) { // Development builds always have their function names intact. Result += " --profiling-funcs"; } // Emit a .symbols map file of the minified function names. (on -g2 builds this has no effect) Result += " --emit-symbol-map"; // if (LinkEnvironment.Configuration != CppConfiguration.Debug) // { // if (LinkEnvironment.bOptimizeForSize) Result += " -s OUTLINING_LIMIT=40000"; // else Result += " -s OUTLINING_LIMIT=110000"; // } if (LinkEnvironment.Configuration == CppConfiguration.Debug || LinkEnvironment.Configuration == CppConfiguration.Development) { // check for alignment/etc checking // Result += " -s SAFE_HEAP=1"; //Result += " -s CHECK_HEAP_ALIGN=1"; //Result += " -s SAFE_DYNCALLS=1"; // enable assertions in non-Shipping/Release builds Result += " -s ASSERTIONS=1"; Result += " -s GL_ASSERTIONS=1"; // Result += " -s ASSERTIONS=2"; // Result += " -s GL_ASSERTIONS=2"; // In non-shipping builds, don't run ctol evaller, it can take a bit of extra time. Result += " -s EVAL_CTORS=0"; // // add source map loading to code // string source_map = Path.Combine(HTML5SDKInfo.EMSCRIPTEN_ROOT, "src", "emscripten-source-map.min.js"); // source_map = source_map.Replace("\\", "/").Replace(" ","\\ "); // use "unix path" and escape spaces // Result += " --pre-js " + source_map; // link in libcxxabi demangling Result += " -s DEMANGLE_SUPPORT=1"; } Result += " -s BINARYEN=1 -s ALLOW_MEMORY_GROWTH=1"; // Result += " -s BINARYEN_METHOD=\\'native-wasm\\'"; // Result += " -s BINARYEN_MEM_MAX=-1"; Result += " -s BINARYEN_TRAP_MODE=\\'clamp\\'"; // no need for exceptions Result += " -s DISABLE_EXCEPTION_CATCHING=1"; // NOTE: UE-51094 UE-51267 -- always USE_WEBGL2, webgl1 only feature can be switched on the fly via url paramater "?webgl1" // if (targetWebGL2) { // Enable targeting WebGL 2 when available. Result += " -s USE_WEBGL2=1"; // Also enable WebGL 1 emulation in WebGL 2 contexts. This adds backwards compatibility related features to WebGL 2, // such as: // - keep supporting GL_EXT_shader_texture_lod extension in GLSLES 1.00 shaders // - support for WebGL1 unsized internal texture formats // - mask the GL_HALF_FLOAT_OES != GL_HALF_FLOAT mixup Result += " -s WEBGL2_BACKWARDS_COMPATIBILITY_EMULATION=1"; // Result += " -s FULL_ES3=1"; } // else // { // Result += " -s FULL_ES2=1"; // } // The HTML page template precreates the WebGL context, so instruct the runtime to hook into that if available. Result += " -s GL_PREINITIALIZED_CONTEXT=1"; // export console command handler. Export main func too because default exports ( e.g Main ) are overridden if we use custom exported functions. Result += " -s EXPORTED_FUNCTIONS=\"['_main', '_on_fatal']\""; Result += " -s NO_EXIT_RUNTIME=1"; Result += " -s ERROR_ON_UNDEFINED_SYMBOLS=1"; if (bEnableTracing) { Result += " --tracing"; } Result += " -s CASE_INSENSITIVE_FS=1"; // if (enableMultithreading) // { // Result += " -s ASYNCIFY=1"; // alllow BLOCKING calls (i.e. sleep) // } return Result; } static string GetLibArguments(LinkEnvironment LinkEnvironment) { string Result = ""; return Result; } public void AddIncludePath(ref string Arguments, DirectoryReference IncludePath) { if(IncludePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory)) { Arguments += string.Format(" -I\"{0}\"", IncludePath.MakeRelativeTo(UnrealBuildTool.EngineSourceDirectory)); } else { Arguments += string.Format(" -I\"{0}\"", IncludePath); } } public override CPPOutput CompileCPPFiles(CppCompileEnvironment CompileEnvironment, List InputFiles, DirectoryReference OutputDir, string ModuleName, List Actions) { string Arguments = GetCLArguments_Global(CompileEnvironment); CPPOutput Result = new CPPOutput(); // Add include paths to the argument list. foreach (DirectoryReference IncludePath in CompileEnvironment.UserIncludePaths) { AddIncludePath(ref Arguments, IncludePath); } foreach (DirectoryReference IncludePath in CompileEnvironment.SystemIncludePaths) { AddIncludePath(ref Arguments, IncludePath); } // Add preprocessor definitions to the argument list. foreach (string Definition in CompileEnvironment.Definitions) { Arguments += string.Format(" -D{0}", Definition); } if (bEnableTracing) { Arguments += string.Format(" -D__EMSCRIPTEN_TRACING__"); } // Force include all the requested headers foreach(FileItem ForceIncludeFile in CompileEnvironment.ForceIncludeFiles) { Arguments += String.Format(" -include \"{0}\"", ForceIncludeFile.Location); } foreach (FileItem SourceFile in InputFiles) { Action CompileAction = new Action(ActionType.Compile); CompileAction.CommandDescription = "Compile"; CompileAction.PrerequisiteItems.AddRange(CompileEnvironment.ForceIncludeFiles); // CompileAction.bPrintDebugInfo = true; bool bIsPlainCFile = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant() == ".C"; // Add the C++ source file and its included files to the prerequisite item list. CompileAction.PrerequisiteItems.Add(SourceFile); // Add the source file path to the command-line. string FileArguments = string.Format(" \"{0}\"", SourceFile.AbsolutePath); // Add the object file to the produced item list. FileItem ObjectFile = FileItem.GetItemByFileReference(FileReference.Combine(OutputDir, Path.GetFileName(SourceFile.AbsolutePath) + ".bc")); CompileAction.ProducedItems.Add(ObjectFile); FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath); // Add C or C++ specific compiler arguments. if (bIsPlainCFile) { FileArguments += GetCLArguments_C(CompileEnvironment.Architecture); } else { FileArguments += GetCLArguments_CPP(CompileEnvironment); } // Generate the included header dependency list if(CompileEnvironment.bGenerateDependenciesFile) { FileItem DependencyListFile = FileItem.GetItemByFileReference(FileReference.Combine(OutputDir, Path.GetFileName(SourceFile.AbsolutePath) + ".d")); FileArguments += string.Format(" -MD -MF\"{0}\"", DependencyListFile.AbsolutePath.Replace('\\', '/')); CompileAction.DependencyListFile = DependencyListFile; CompileAction.ProducedItems.Add(DependencyListFile); } CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory; CompileAction.CommandPath = HTML5SDKInfo.Python(); CompileAction.CommandArguments = HTML5SDKInfo.EmscriptenCompiler() + " " + Arguments + FileArguments + CompileEnvironment.AdditionalArguments; //System.Console.WriteLine(CompileAction.CommandArguments); CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath); // Don't farm out creation of precomputed headers as it is the critical path task. CompileAction.bCanExecuteRemotely = CompileEnvironment.PrecompiledHeaderAction != PrecompiledHeaderAction.Create; // this is the final output of the compile step (a .abc file) Result.ObjectFiles.Add(ObjectFile); // VC++ always outputs the source file name being compiled, so we don't need to emit this ourselves CompileAction.bShouldOutputStatusDescription = true; // Don't farm out creation of precompiled headers as it is the critical path task. CompileAction.bCanExecuteRemotely = CompileEnvironment.PrecompiledHeaderAction != PrecompiledHeaderAction.Create || CompileEnvironment.bAllowRemotelyCompiledPCHs; Actions.Add(CompileAction); } return Result; } public override CPPOutput CompileRCFiles(CppCompileEnvironment CompileEnvironment, List InputFiles, DirectoryReference OutputDir, List Actions) { CPPOutput Result = new CPPOutput(); return Result; } public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, List Actions) { FileItem OutputFile; // Make the final javascript file Action LinkAction = new Action(ActionType.Link); LinkAction.CommandDescription = "Link"; // LinkAction.bPrintDebugInfo = true; // ResponseFile lines. List ReponseLines = new List(); LinkAction.bCanExecuteRemotely = false; LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory; LinkAction.CommandPath = HTML5SDKInfo.Python(); LinkAction.CommandArguments = HTML5SDKInfo.EmscriptenCompiler(); // bool bIsBuildingLibrary = LinkEnvironment.bIsBuildingLibrary || bBuildImportLibraryOnly; // ReponseLines.Add( // bIsBuildingLibrary ? // GetLibArguments(LinkEnvironment) : // GetLinkArguments(LinkEnvironment) // ); ReponseLines.Add(GetLinkArguments(LinkEnvironment)); // Add the input files to a response file, and pass the response file on the command-line. foreach (FileItem InputFile in LinkEnvironment.InputFiles) { //System.Console.WriteLine("File {0} ", InputFile.AbsolutePath); ReponseLines.Add(string.Format(" \"{0}\"", InputFile.AbsolutePath)); LinkAction.PrerequisiteItems.Add(InputFile); } if (!LinkEnvironment.bIsBuildingLibrary) { // Make sure ThirdParty libs are at the end. List ThirdParty = (from Lib in LinkEnvironment.AdditionalLibraries where Lib.Contains("ThirdParty") select Lib).ToList(); LinkEnvironment.AdditionalLibraries.RemoveAll(Element => Element.Contains("ThirdParty")); LinkEnvironment.AdditionalLibraries.AddRange(ThirdParty); foreach (string InputFile in LinkEnvironment.AdditionalLibraries) { FileItem Item = FileItem.GetItemByPath(InputFile); if (Item.AbsolutePath.Contains(".lib")) continue; if (Item.ToString().EndsWith(".js")) ReponseLines.Add(string.Format(" --js-library \"{0}\"", Item.AbsolutePath)); // WARNING: With --pre-js and --post-js, the order in which these directives are passed to // the compiler is very critical, because that dictates the order in which they are appended. // // Set environment variable [ EMCC_DEBUG=1 ] to see the linker order used in packaging. // See GetSharedArguments_Global() above to set this environment variable else if (Item.ToString().EndsWith(".jspre")) ReponseLines.Add(string.Format(" --pre-js \"{0}\"", Item.AbsolutePath)); else if (Item.ToString().EndsWith(".jspost")) ReponseLines.Add(string.Format(" --post-js \"{0}\"", Item.AbsolutePath)); else ReponseLines.Add(string.Format(" \"{0}\"", Item.AbsolutePath)); LinkAction.PrerequisiteItems.Add(Item); } } // make the file we will create OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.OutputFilePath); LinkAction.ProducedItems.Add(OutputFile); ReponseLines.Add(string.Format(" -o \"{0}\"", OutputFile.AbsolutePath)); FileItem OutputBC = FileItem.GetItemByPath(LinkEnvironment.OutputFilePath.FullName.Replace(".js", ".bc").Replace(".html", ".bc")); LinkAction.ProducedItems.Add(OutputBC); ReponseLines.Add(string.Format(" --save-bc \"{0}\"", OutputBC.AbsolutePath)); LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath); FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile); FileItem ResponseFileItem = FileItem.CreateIntermediateTextFile(ResponseFileName, ReponseLines); LinkAction.CommandArguments += string.Format(" @\"{0}\"", ResponseFileName); LinkAction.PrerequisiteItems.Add(ResponseFileItem); Actions.Add(LinkAction); return OutputFile; } public override void ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List Libraries, List BundleResources, Dictionary BuildProducts) { // we need to include the generated .mem and .symbols file. if (Binary.Type != UEBuildBinaryType.StaticLibrary) { BuildProducts.Add(Binary.OutputFilePath.ChangeExtension("wasm"), BuildProductType.RequiredResource); BuildProducts.Add(Binary.OutputFilePath + ".symbols", BuildProductType.RequiredResource); } } }; }