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368 lines
12 KiB
C#
368 lines
12 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Tools.DotNETCommon;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// Encapsulates the environment that is used to link object files.
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/// </summary>
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class LinkEnvironment
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{
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/// <summary>
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/// The platform to be compiled/linked for.
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/// </summary>
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public readonly UnrealTargetPlatform Platform;
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/// <summary>
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/// The configuration to be compiled/linked for.
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/// </summary>
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public readonly CppConfiguration Configuration;
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/// <summary>
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/// The architecture that is being compiled/linked (empty string by default)
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/// </summary>
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public readonly string Architecture;
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/// <summary>
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/// On Mac, indicates the path to the target's application bundle
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/// </summary>
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public DirectoryReference BundleDirectory;
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/// <summary>
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/// The directory to put the non-executable files in (PDBs, import library, etc)
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/// </summary>
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public DirectoryReference OutputDirectory;
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/// <summary>
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/// Intermediate file directory
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/// </summary>
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public DirectoryReference IntermediateDirectory;
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/// <summary>
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/// The directory to shadow source files in for syncing to remote compile servers
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/// </summary>
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public DirectoryReference LocalShadowDirectory = null;
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/// <summary>
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/// The file path for the executable file that is output by the linker.
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/// </summary>
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public List<FileReference> OutputFilePaths = new List<FileReference>();
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/// <summary>
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/// Returns the OutputFilePath is there is only one entry in OutputFilePaths
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/// </summary>
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public FileReference OutputFilePath
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{
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get
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{
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if (OutputFilePaths.Count != 1)
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{
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throw new BuildException("Attempted to use LinkEnvironmentConfiguration.OutputFilePath property, but there are multiple (or no) OutputFilePaths. You need to handle multiple in the code that called this (size = {0})", OutputFilePaths.Count);
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}
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return OutputFilePaths[0];
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}
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}
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/// <summary>
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/// A list of the paths used to find libraries.
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/// </summary>
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public List<DirectoryReference> LibraryPaths = new List<DirectoryReference>();
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/// <summary>
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/// A list of libraries to exclude from linking.
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/// </summary>
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public List<string> ExcludedLibraries = new List<string>();
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/// <summary>
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/// A list of additional libraries to link in.
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/// </summary>
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public List<string> AdditionalLibraries = new List<string>();
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/// <summary>
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/// Paths to add as search paths for runtime libraries
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/// </summary>
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public List<string> RuntimeLibraryPaths = new List<string>();
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/// <summary>
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/// A list of additional frameworks to link in.
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/// </summary>
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public List<UEBuildFramework> AdditionalFrameworks = new List<UEBuildFramework>();
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/// <summary>
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/// The iOS/Mac frameworks to link in
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/// </summary>
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public List<string> Frameworks = new List<string>();
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public List<string> WeakFrameworks = new List<string>();
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/// <summary>
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/// iOS/Mac resources that should be copied to the app bundle
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/// </summary>
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public List<UEBuildBundleResource> AdditionalBundleResources = new List<UEBuildBundleResource>();
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/// <summary>
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/// A list of the dynamically linked libraries that shouldn't be loaded until they are first called
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/// into.
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/// </summary>
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public List<string> DelayLoadDLLs = new List<string>();
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/// <summary>
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/// Additional arguments to pass to the linker.
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/// </summary>
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public string AdditionalArguments = "";
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/// <summary>
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/// True if debug info should be created.
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/// </summary>
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public bool bCreateDebugInfo = true;
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/// <summary>
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/// True if debug symbols that are cached for some platforms should not be created.
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/// </summary>
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public bool bDisableSymbolCache = false;
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/// <summary>
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/// True if we're compiling .cpp files that will go into a library (.lib file)
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/// </summary>
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public bool bIsBuildingLibrary = false;
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/// <summary>
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/// True if we're compiling a DLL
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/// </summary>
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public bool bIsBuildingDLL = false;
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/// <summary>
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/// True if this is a console application that's being build
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/// </summary>
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public bool bIsBuildingConsoleApplication = false;
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/// <summary>
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/// This setting is replaced by UEBuildBinaryConfiguration.bBuildAdditionalConsoleApp.
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/// </summary>
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[Obsolete("This setting is replaced by UEBuildBinaryConfiguration.bBuildAdditionalConsoleApp. It is explicitly set to true for editor targets, and defaults to false otherwise.")]
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public bool bBuildAdditionalConsoleApplication { set { } }
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/// <summary>
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/// If set, overrides the program entry function on Windows platform. This is used by the base UE4
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/// program so we can link in either command-line mode or windowed mode without having to recompile the Launch module.
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/// </summary>
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public string WindowsEntryPointOverride = String.Empty;
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/// <summary>
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/// True if we're building a EXE/DLL target with an import library, and that library is needed by a dependency that
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/// we're directly dependent on.
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/// </summary>
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public bool bIsCrossReferenced = false;
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/// <summary>
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/// True if the application we're linking has any exports, and we should be expecting the linker to
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/// generate a .lib and/or .exp file along with the target output file
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/// </summary>
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public bool bHasExports = true;
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/// <summary>
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/// True if we're building a .NET assembly (e.g. C# project)
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/// </summary>
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public bool bIsBuildingDotNetAssembly = false;
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/// <summary>
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/// The default stack memory size allocation
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/// </summary>
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public int DefaultStackSize = 5000000;
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/// <summary>
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/// The amount of the default stack size to commit initially. Set to 0 to allow the OS to decide.
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/// </summary>
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public int DefaultStackSizeCommit = 0;
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/// <summary>
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/// Whether to optimize for minimal code size
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/// </summary>
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public bool bOptimizeForSize = false;
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/// <summary>
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/// Whether to omit frame pointers or not. Disabling is useful for e.g. memory profiling on the PC
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/// </summary>
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public bool bOmitFramePointers = true;
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/// <summary>
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/// Whether to support edit and continue. Only works on Microsoft compilers in 32-bit compiles.
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/// </summary>
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public bool bSupportEditAndContinue;
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/// <summary>
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/// Whether to use incremental linking or not.
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/// </summary>
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public bool bUseIncrementalLinking;
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/// <summary>
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/// Whether to allow the use of LTCG (link time code generation)
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/// </summary>
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public bool bAllowLTCG;
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/// <summary>
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/// Whether to enable Profile Guided Optimization (PGO) instrumentation in this build.
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/// </summary>
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public bool bPGOProfile;
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/// <summary>
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/// Whether to optimize this build with Profile Guided Optimization (PGO).
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/// </summary>
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public bool bPGOOptimize;
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/// <summary>
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/// Platform specific directory where PGO profiling data is stored.
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/// </summary>
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public string PGODirectory;
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/// <summary>
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/// Platform specific filename where PGO profiling data is saved.
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/// </summary>
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public string PGOFilenamePrefix;
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/// <summary>
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/// Whether to request the linker create a map file as part of the build
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/// </summary>
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public bool bCreateMapFile;
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/// <summary>
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/// Whether to allow the use of ASLR (address space layout randomization) if supported.
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/// </summary>
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public bool bAllowASLR;
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/// <summary>
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/// Whether PDB files should be used for Visual C++ builds.
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/// </summary>
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public bool bUsePDBFiles;
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/// <summary>
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/// Whether to use the :FASTLINK option when building with /DEBUG to create local PDBs
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/// </summary>
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public bool bUseFastPDBLinking;
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/// <summary>
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/// Whether to ignore dangling (i.e. unresolved external) symbols in modules
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/// </summary>
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public bool bIgnoreUnresolvedSymbols;
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/// <summary>
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/// Whether to log detailed timing information
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/// </summary>
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public bool bPrintTimingInfo;
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/// <summary>
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/// Bundle version for Mac apps
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/// </summary>
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public string BundleVersion;
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/// <summary>
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/// When building a dynamic library on Apple platforms, specifies the installed name for other binaries that link against it.
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/// </summary>
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public string InstallName;
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/// <summary>
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/// A list of the object files to be linked.
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/// </summary>
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public List<FileItem> InputFiles = new List<FileItem>();
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/// <summary>
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/// The default resource file to link in to every binary if a custom one is not provided
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/// </summary>
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public List<FileItem> DefaultResourceFiles = new List<FileItem>();
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/// <summary>
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/// Resource files which should be compiled into every binary
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/// </summary>
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public List<FileItem> CommonResourceFiles = new List<FileItem>();
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/// <summary>
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/// List of functions that should be exported from this module
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/// </summary>
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public List<string> IncludeFunctions = new List<string>();
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/// <summary>
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/// Provides a Module Definition File (.def) to the linker to describe various attributes of a DLL.
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/// Necessary when exporting functions by ordinal values instead of by name.
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/// </summary>
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public string ModuleDefinitionFile;
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/// <summary>
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/// All the additional properties from the modules linked into this binary
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/// </summary>
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public List<ReceiptProperty> AdditionalProperties = new List<ReceiptProperty>();
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/// <summary>
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/// Default constructor.
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/// </summary>
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public LinkEnvironment(UnrealTargetPlatform Platform, CppConfiguration Configuration, string Architecture)
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{
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this.Platform = Platform;
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this.Configuration = Configuration;
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this.Architecture = Architecture;
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public LinkEnvironment(LinkEnvironment Other)
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{
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Platform = Other.Platform;
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Configuration = Other.Configuration;
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Architecture = Other.Architecture;
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BundleDirectory = Other.BundleDirectory;
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OutputDirectory = Other.OutputDirectory;
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IntermediateDirectory = Other.IntermediateDirectory;
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LocalShadowDirectory = Other.LocalShadowDirectory;
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OutputFilePaths = Other.OutputFilePaths.ToList();
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LibraryPaths.AddRange(Other.LibraryPaths);
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ExcludedLibraries.AddRange(Other.ExcludedLibraries);
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AdditionalLibraries.AddRange(Other.AdditionalLibraries);
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RuntimeLibraryPaths.AddRange(Other.RuntimeLibraryPaths);
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Frameworks.AddRange(Other.Frameworks);
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AdditionalFrameworks.AddRange(Other.AdditionalFrameworks);
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WeakFrameworks.AddRange(Other.WeakFrameworks);
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AdditionalBundleResources.AddRange(Other.AdditionalBundleResources);
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DelayLoadDLLs.AddRange(Other.DelayLoadDLLs);
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AdditionalArguments = Other.AdditionalArguments;
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bCreateDebugInfo = Other.bCreateDebugInfo;
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bIsBuildingLibrary = Other.bIsBuildingLibrary;
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bDisableSymbolCache = Other.bDisableSymbolCache;
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bIsBuildingDLL = Other.bIsBuildingDLL;
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bIsBuildingConsoleApplication = Other.bIsBuildingConsoleApplication;
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WindowsEntryPointOverride = Other.WindowsEntryPointOverride;
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bIsCrossReferenced = Other.bIsCrossReferenced;
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bHasExports = Other.bHasExports;
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bIsBuildingDotNetAssembly = Other.bIsBuildingDotNetAssembly;
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DefaultStackSize = Other.DefaultStackSize;
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DefaultStackSizeCommit = Other.DefaultStackSizeCommit;
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bOptimizeForSize = Other.bOptimizeForSize;
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bOmitFramePointers = Other.bOmitFramePointers;
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bSupportEditAndContinue = Other.bSupportEditAndContinue;
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bUseIncrementalLinking = Other.bUseIncrementalLinking;
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bAllowLTCG = Other.bAllowLTCG;
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bPGOOptimize = Other.bPGOOptimize;
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bPGOProfile = Other.bPGOProfile;
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PGODirectory = Other.PGODirectory;
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PGOFilenamePrefix = Other.PGOFilenamePrefix;
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bCreateMapFile = Other.bCreateMapFile;
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bAllowASLR = Other.bAllowASLR;
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bUsePDBFiles = Other.bUsePDBFiles;
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bUseFastPDBLinking = Other.bUseFastPDBLinking;
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bIgnoreUnresolvedSymbols = Other.bIgnoreUnresolvedSymbols;
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bPrintTimingInfo = Other.bPrintTimingInfo;
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BundleVersion = Other.BundleVersion;
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InstallName = Other.InstallName;
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InputFiles.AddRange(Other.InputFiles);
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DefaultResourceFiles.AddRange(Other.DefaultResourceFiles);
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CommonResourceFiles.AddRange(Other.CommonResourceFiles);
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IncludeFunctions.AddRange(Other.IncludeFunctions);
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ModuleDefinitionFile = Other.ModuleDefinitionFile;
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AdditionalProperties.AddRange(Other.AdditionalProperties);
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}
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}
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}
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