// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using EpicGames.Core;
using System.Text.RegularExpressions;
#nullable disable
namespace UnrealBuildTool
{
/** Architecture as stored in the ini. */
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,
/** i686, Intel 32-bit */
I686UnknownLinuxGnu
}
///
/// Linux-specific target settings
///
public partial class LinuxTargetRules
{
///
/// Constructor
///
public LinuxTargetRules()
{
XmlConfig.ApplyTo(this);
}
///
/// Enables address sanitizer (ASan)
///
[CommandLine("-EnableASan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableAddressSanitizer")]
public bool bEnableAddressSanitizer = false;
///
/// Enables thread sanitizer (TSan)
///
[CommandLine("-EnableTSan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableThreadSanitizer")]
public bool bEnableThreadSanitizer = false;
///
/// Enables undefined behavior sanitizer (UBSan)
///
[CommandLine("-EnableUBSan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableUndefinedBehaviorSanitizer")]
public bool bEnableUndefinedBehaviorSanitizer = false;
///
/// Enables memory sanitizer (MSan)
///
[CommandLine("-EnableMSan")]
[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableMemorySanitizer")]
public bool bEnableMemorySanitizer = false;
///
/// Enables "thin" LTO
///
[CommandLine("-ThinLTO")]
public bool bEnableThinLTO = false;
///
/// Whether or not to preserve the portable symbol file produced by dump_syms
///
[ConfigFile(ConfigHierarchyType.Engine, "/Script/LinuxPlatform.LinuxTargetSettings")]
public bool bPreservePSYM = false;
}
///
/// Read-only wrapper for Linux-specific target settings
///
public partial class ReadOnlyLinuxTargetRules
{
///
/// Accessors for fields on the inner TargetRules instance
///
#region Read-only accessor properties
#if !__MonoCS__
#pragma warning disable CS1591
#endif
public bool bPreservePSYM
{
get { return Inner.bPreservePSYM; }
}
public bool bEnableAddressSanitizer
{
get { return Inner.bEnableAddressSanitizer; }
}
public bool bEnableThreadSanitizer
{
get { return Inner.bEnableThreadSanitizer; }
}
public bool bEnableUndefinedBehaviorSanitizer
{
get { return Inner.bEnableUndefinedBehaviorSanitizer; }
}
public bool bEnableMemorySanitizer
{
get { return Inner.bEnableMemorySanitizer; }
}
public bool bEnableThinLTO
{
get { return Inner.bEnableThinLTO; }
}
#if !__MonoCS__
#pragma warning restore CS1591
#endif
#endregion
}
class LinuxPlatform : UEBuildPlatform
{
///
/// Linux host architecture (compiler target triplet)
///
public const string DefaultHostArchitecture = "x86_64-unknown-linux-gnu";
///
/// SDK in use by the platform
///
protected LinuxPlatformSDK SDK;
///
/// Constructor
///
public LinuxPlatform(LinuxPlatformSDK InSDK)
: this(UnrealTargetPlatform.Linux, InSDK)
{
SDK = InSDK;
}
public LinuxPlatform(UnrealTargetPlatform UnrealTarget, LinuxPlatformSDK InSDK)
: base(UnrealTarget, InSDK)
{
SDK = InSDK;
}
///
/// Find the default architecture for the given project
///
public override string GetDefaultArchitecture(FileReference ProjectFile)
{
if (Platform == UnrealTargetPlatform.LinuxAArch64)
{
return "aarch64-unknown-linux-gnueabi";
}
else
{
return "x86_64-unknown-linux-gnu";
}
}
///
/// Get name for architecture-specific directories (can be shorter than architecture name itself)
///
public override string GetFolderNameForArchitecture(string Architecture)
{
// shorten the string (heuristically)
uint Sum = 0;
int Len = Architecture.Length;
for (int Index = 0; Index < Len; ++Index)
{
Sum += (uint)(Architecture[Index]);
Sum <<= 1; // allowed to overflow
}
return Sum.ToString("X");
}
public override void ResetTarget(TargetRules Target)
{
ValidateTarget(Target);
}
public override void ValidateTarget(TargetRules Target)
{
if(Target.LinuxPlatform.bEnableThinLTO)
{
Target.bAllowLTCG = true;
}
if (!Target.IsNameOverriden())
{
string SanitizerSuffix = null;
if (Target.LinuxPlatform.bEnableAddressSanitizer)
{
SanitizerSuffix = "ASan";
}
else if (Target.LinuxPlatform.bEnableThreadSanitizer)
{
SanitizerSuffix = "TSan";
}
else if (Target.LinuxPlatform.bEnableUndefinedBehaviorSanitizer)
{
SanitizerSuffix = "UBSan";
}
else if (Target.LinuxPlatform.bEnableMemorySanitizer)
{
SanitizerSuffix = "MSan";
}
if (!String.IsNullOrEmpty(SanitizerSuffix))
{
Target.Name = Target.Name + "-" + SanitizerSuffix;
}
}
if (Target.bAllowLTCG && Target.LinkType != TargetLinkType.Monolithic)
{
throw new BuildException("LTO (LTCG) for modular builds is not supported (lld is not currently used for dynamic libraries).");
}
// depends on arch, APEX cannot be as of November'16 compiled for AArch32/64
Target.bCompileAPEX = Target.Architecture.StartsWith("x86_64");
Target.bCompileNvCloth = Target.Architecture.StartsWith("x86_64");
if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1"))
{
Target.bCompileCEF3 = false;
}
// check if OS update invalidated our build
Target.bCheckSystemHeadersForModification = (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux);
Target.bCompileISPC = Target.Architecture.StartsWith("x86_64");
}
///
/// 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()
{
// [RCL] 2018-05-02: disabling XGE even during a native build because the support is not ready and you can have mysterious build failures when ib_console is installed.
// [RCL] 2018-07-10: enabling XGE for Windows to see if the crash from 2016 still persists. Please disable if you see spurious build errors that don't repro without XGE
// [bschaefer] 2018-08-24: disabling XGE due to a bug where XGE seems to be lower casing folders names that are headers ie. misc/Header.h vs Misc/Header.h
// [bschaefer] 2018-10-04: enabling XGE as an update in xgConsole seems to have fixed it for me
// [bschaefer] 2018-12-17: disable XGE again, as the same issue before seems to still be happening but intermittently
// [bschaefer] 2019-6-13: enable XGE, as the bug from before is now fixed
return BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64;
}
public override bool CanUseParallelExecutor()
{
// No known problems with parallel executor, always use for build machines
return true;
}
///
/// Determines if the given name is a build product for a target.
///
/// The name to check
/// Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")
/// Suffixes which may appear at the end of the build product name
/// True if the string matches the name of a build product, false otherwise
public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
{
if (FileName.StartsWith("lib"))
{
return IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".a")
|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".so")
|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".sym")
|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".debug");
}
else
{
return IsBuildProductName(FileName, NamePrefixes, NameSuffixes, "")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".so")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".a")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".sym")
|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".debug");
}
}
///
/// 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";
}
return base.GetBinaryExtension(InBinaryType);
}
///
/// Get the extensions to use for debug info for the given binary type
///
/// Rules for the target being built
/// The binary type being built
/// string[] The debug info extensions (i.e. 'pdb')
public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
case UEBuildBinaryType.Executable:
if (InTarget.LinuxPlatform.bPreservePSYM)
{
return new string[] {".psym", ".sym", ".debug"};
}
else
{
return new string[] {".sym", ".debug"};
}
}
return new string [] {};
}
///
/// 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, ReadOnlyTargetRules Target)
{
// don't do any target platform stuff if SDK is not available
if (!UEBuildPlatform.IsPlatformAvailable(Platform))
{
return;
}
if (Target.Platform == UnrealTargetPlatform.Win64)
{
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (Target.bBuildDeveloperTools)
{
Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (Target.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
{
Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
}
}
}
///
/// 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, ReadOnlyTargetRules Target)
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
}
}
// allow standalone tools to use target platform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
}
if (bBuildShaderFormats)
{
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
Rules.DynamicallyLoadedModuleNames.Add("VulkanShaderFormat");
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatVectorVM");
}
}
}
public virtual void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
CompileEnvironment.Definitions.Add("PLATFORM_LINUX=1");
CompileEnvironment.Definitions.Add("PLATFORM_UNIX=1");
CompileEnvironment.Definitions.Add("LINUX=1"); // For libOGG
// this define does not set jemalloc as default, just indicates its support
CompileEnvironment.Definitions.Add("PLATFORM_SUPPORTS_JEMALLOC=1");
// LinuxAArch64 uses only Linux header files
CompileEnvironment.Definitions.Add("OVERRIDE_PLATFORM_HEADER_NAME=Linux");
CompileEnvironment.Definitions.Add("PLATFORM_LINUXAARCH64=" +
(Target.Platform == UnrealTargetPlatform.LinuxAArch64 ? "1" : "0"));
}
///
/// Setup the target environment for building
///
/// Settings for the target being compiled
/// The compile environment for this target
/// The link environment for this target
public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
// During the native builds, check the system includes as well (check toolchain when cross-compiling?)
string BaseLinuxPath = SDK.GetBaseLinuxPathForArchitecture(Target.Architecture);
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux && String.IsNullOrEmpty(BaseLinuxPath))
{
CompileEnvironment.SystemIncludePaths.Add(new DirectoryReference("/usr/include"));
}
if (CompileEnvironment.bPGOOptimize != LinkEnvironment.bPGOOptimize)
{
throw new BuildException("Inconsistency between PGOOptimize settings in Compile ({0}) and Link ({1}) environments",
CompileEnvironment.bPGOOptimize,
LinkEnvironment.bPGOOptimize
);
}
if (CompileEnvironment.bPGOProfile != LinkEnvironment.bPGOProfile)
{
throw new BuildException("Inconsistency between PGOProfile settings in Compile ({0}) and Link ({1}) environments",
CompileEnvironment.bPGOProfile,
LinkEnvironment.bPGOProfile
);
}
if (CompileEnvironment.bPGOOptimize)
{
DirectoryReference BaseDir = UnrealBuildTool.EngineDirectory;
if (Target.ProjectFile != null)
{
BaseDir = DirectoryReference.FromFile(Target.ProjectFile);
}
CompileEnvironment.PGODirectory = Path.Combine(BaseDir.FullName, "Build", Target.Platform.ToString(), "PGO").Replace('\\', '/') + "/";
CompileEnvironment.PGOFilenamePrefix = "profile.profdata";
LinkEnvironment.PGODirectory = CompileEnvironment.PGODirectory;
LinkEnvironment.PGOFilenamePrefix = CompileEnvironment.PGOFilenamePrefix;
}
// For consistency with other platforms, also enable LTO whenever doing profile-guided optimizations.
// Obviously both PGI (instrumented) and PGO (optimized) binaries need to have that
if (CompileEnvironment.bPGOProfile || CompileEnvironment.bPGOOptimize)
{
CompileEnvironment.bAllowLTCG = true;
LinkEnvironment.bAllowLTCG = true;
}
if (CompileEnvironment.bAllowLTCG != LinkEnvironment.bAllowLTCG)
{
throw new BuildException("Inconsistency between LTCG settings in Compile ({0}) and Link ({1}) environments",
CompileEnvironment.bAllowLTCG,
LinkEnvironment.bAllowLTCG
);
}
// link with Linux libraries.
LinkEnvironment.SystemLibraries.Add("pthread");
// let this class or a sub class do settings specific to that class
SetUpSpecificEnvironment(Target, CompileEnvironment, LinkEnvironment);
}
///
/// Whether this platform should create debug information or not
///
/// The target being built
/// bool true if debug info should be generated, false if not
public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
{
switch (Target.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 target being built
/// New toolchain instance.
public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
{
LinuxToolChainOptions Options = LinuxToolChainOptions.None;
if (Target.LinuxPlatform.bEnableAddressSanitizer)
{
Options |= LinuxToolChainOptions.EnableAddressSanitizer;
if (Target.LinkType != TargetLinkType.Monolithic)
{
Options |= LinuxToolChainOptions.EnableSharedSanitizer;
}
}
if (Target.LinuxPlatform.bEnableThreadSanitizer)
{
Options |= LinuxToolChainOptions.EnableThreadSanitizer;
if (Target.LinkType != TargetLinkType.Monolithic)
{
throw new BuildException("Thread Sanitizer (TSan) unsupported for non-monolithic builds");
}
}
if (Target.LinuxPlatform.bEnableUndefinedBehaviorSanitizer)
{
Options |= LinuxToolChainOptions.EnableUndefinedBehaviorSanitizer;
if (Target.LinkType != TargetLinkType.Monolithic)
{
Options |= LinuxToolChainOptions.EnableSharedSanitizer;
}
}
if (Target.LinuxPlatform.bEnableMemorySanitizer)
{
Options |= LinuxToolChainOptions.EnableMemorySanitizer;
if (Target.LinkType != TargetLinkType.Monolithic)
{
throw new BuildException("Memory Sanitizer (MSan) unsupported for non-monolithic builds");
}
}
if (Target.LinuxPlatform.bEnableThinLTO)
{
Options |= LinuxToolChainOptions.EnableThinLTO;
}
// When building a monolithic editor we have to avoid using objcopy.exe as it cannot handle files
// larger then 4GB. This is only an issue with our binutils objcopy.exe.
// llvm-objcopy.exe does not have this issue and once we switch over to using that in clang 10.0.1 we can remove this!
if ((BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64) &&
(Target.LinkType == TargetLinkType.Monolithic) &&
(Target.Type == TargetType.Editor))
{
Options |= LinuxToolChainOptions.DisableSplitDebugInfoWithObjCopy;
}
return new LinuxToolChain(Target.Architecture, SDK, Target.LinuxPlatform.bPreservePSYM, Options);
}
///
/// Deploys the given target
///
/// Receipt for the target being deployed
public override void Deploy(TargetReceipt Receipt)
{
}
}
class LinuxPlatformFactory : UEBuildPlatformFactory
{
public override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Linux; }
}
///
/// Register the platform with the UEBuildPlatform class
///
public override void RegisterBuildPlatforms()
{
LinuxPlatformSDK SDK = new LinuxPlatformSDK();
LinuxPlatformSDK SDKAarch64 = new LinuxPlatformSDK();
// Register this build platform for Linux x86-64 and AArch64
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.Linux, SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Linux);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Desktop);
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.LinuxAArch64, SDKAarch64));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Linux);
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Unix);
}
}
}