// 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); } } }