Files
Ben Marsh 0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00

358 lines
14 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Linq;
using System.Diagnostics;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
class Unity
{
/// <summary>
/// Set of target names we've printed out adaptive non-unity messages for.
/// </summary>
public static HashSet<string> PrintedSettingsForTargets = new HashSet<string>();
/// <summary>
/// Prefix used for all dynamically created Unity modules
/// </summary>
public static string ModulePrefix = "Module.";
/// <summary>
/// A class which represents a list of files and the sum of their lengths.
/// </summary>
public class FileCollection
{
public List<FileItem> Files { get; private set; }
public List<FileItem> VirtualFiles { get; private set; }
public long TotalLength { get; private set; }
/// The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild.
/// See the comment above AddVirtualFile() below for more information.
public long VirtualLength { get; private set; }
public FileCollection()
{
Files = new List<FileItem>();
VirtualFiles = new List<FileItem>();
TotalLength = 0;
VirtualLength = 0;
}
public void AddFile(FileItem File)
{
Files.Add(File);
long FileLength = File.Length;
TotalLength += FileLength;
VirtualLength += FileLength;
}
/// <summary>
/// Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent
/// other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files
/// one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first
/// time building after your working set of source files changes
/// </summary>
/// <param name="File">The virtual file to add to the collection</param>
public void AddVirtualFile(FileItem File)
{
VirtualFiles.Add(File);
VirtualLength += File.Length;
}
}
/// <summary>
/// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
/// (perhaps) begin a new one.
/// </summary>
public class UnityFileBuilder
{
private List<FileCollection> UnityFiles;
private FileCollection CurrentCollection;
private int SplitLength;
/// <summary>
/// Constructs a new UnityFileBuilder.
/// </summary>
/// <param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
public UnityFileBuilder(int InSplitLength)
{
UnityFiles = new List<FileCollection>();
CurrentCollection = new FileCollection();
SplitLength = InSplitLength;
}
/// <summary>
/// Adds a file to the current unity file. If splitting is required and the total size of the
/// unity file exceeds the split limit, then a new file is automatically started.
/// </summary>
/// <param name="File">The file to add.</param>
public void AddFile(FileItem File)
{
CurrentCollection.AddFile(File);
if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
{
EndCurrentUnityFile();
}
}
/// <summary>
/// Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it
/// was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info.
/// </summary>
/// <param name="File">The file to add virtually. Only the size of the file is tracked.</param>
public void AddVirtualFile(FileItem File)
{
CurrentCollection.AddVirtualFile(File);
if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
{
EndCurrentUnityFile();
}
}
/// <summary>
/// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
/// </summary>
public void EndCurrentUnityFile()
{
if (CurrentCollection.Files.Count == 0)
return;
UnityFiles.Add(CurrentCollection);
CurrentCollection = new FileCollection();
}
/// <summary>
/// Returns the list of built unity files. The UnityFileBuilder is unusable after this.
/// </summary>
/// <returns></returns>
public List<FileCollection> GetUnityFiles()
{
EndCurrentUnityFile();
List<FileCollection> Result = UnityFiles;
// Null everything to ensure that failure will occur if you accidentally reuse this object.
CurrentCollection = null;
UnityFiles = null;
return Result;
}
}
/// <summary>
/// Given a set of C++ files, generates another set of C++ files that #include all the original
/// files, the goal being to compile the same code in fewer translation units.
/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
/// </summary>
/// <param name="Target">The target we're building</param>
/// <param name="CPPFiles">The C++ files to #include.</param>
/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
/// <param name="WorkingSet">Interface to query files which belong to the working set</param>
/// <param name="BaseName">Base name to use for the Unity files</param>
/// <param name="IntermediateDirectory">Intermediate directory for unity cpp files</param>
/// <param name="Makefile">The makefile being built</param>
/// <param name="SourceFileToUnityFile">Receives a mapping of source file to unity file</param>
/// <returns>The "unity" C++ files.</returns>
public static List<FileItem> GenerateUnityCPPs(
ReadOnlyTargetRules Target,
List<FileItem> CPPFiles,
CppCompileEnvironment CompileEnvironment,
ISourceFileWorkingSet WorkingSet,
string BaseName,
DirectoryReference IntermediateDirectory,
TargetMakefile Makefile,
Dictionary<FileItem, FileItem> SourceFileToUnityFile
)
{
List<FileItem> NewCPPFiles = new List<FileItem>();
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CompileEnvironment.Platform);
// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Length);
// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
// When enabled, UnrealBuildTool will try to determine source files that you are actively iteratively changing, and break those files
// out of their unity blobs so that you can compile them as individual translation units, much faster than recompiling the entire
// unity blob each time.
bool bUseAdaptiveUnityBuild = Target.bUseAdaptiveUnityBuild && !Target.bStressTestUnity;
// Optimization only makes sense if PCH files are enabled.
bool bForceIntoSingleUnityFile = Target.bStressTestUnity || (TotalBytesInCPPFiles < Target.NumIncludedBytesPerUnityCPP * 2 && Target.bUsePCHFiles);
// Build the list of unity files.
List<FileCollection> AllUnityFiles;
{
// Sort the incoming file paths alphabetically, so there will be consistency in unity blobs across multiple machines.
// Note that we're relying on this not only sorting files within each directory, but also the directories
// themselves, so the whole list of file paths is the same across computers.
List<FileItem> SortedCPPFiles = CPPFiles.GetRange(0, CPPFiles.Count);
{
// Case-insensitive file path compare, because you never know what is going on with local file systems
Comparison<FileItem> FileItemComparer = (FileA, FileB) => { return FileA.AbsolutePath.ToLowerInvariant().CompareTo(FileB.AbsolutePath.ToLowerInvariant()); };
SortedCPPFiles.Sort(FileItemComparer);
}
// Figure out whether we REALLY want to use adaptive unity for this module. If nearly every file in the module appears in the working
// set, we'll just go ahead and let unity build do its thing.
if (bUseAdaptiveUnityBuild)
{
int CandidateWorkingSetSourceFileCount = 0;
int WorkingSetSourceFileCount = 0;
foreach (FileItem CPPFile in SortedCPPFiles)
{
++CandidateWorkingSetSourceFileCount;
// Don't include writable source files into unity blobs
if (WorkingSet.Contains(CPPFile))
{
++WorkingSetSourceFileCount;
// Mark this file as part of the working set. This will be saved into the UBT Makefile so that
// the assembler can automatically invalidate the Makefile when the working set changes (allowing this
// code to run again, to build up new unity blobs.)
Makefile.WorkingSet.Add(CPPFile);
}
}
if (WorkingSetSourceFileCount >= CandidateWorkingSetSourceFileCount)
{
// Every single file in the module appears in the working set, so don't bother using adaptive unity for this
// module. Otherwise it would make full builds really slow.
bUseAdaptiveUnityBuild = false;
}
}
UnityFileBuilder CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : Target.NumIncludedBytesPerUnityCPP);
StringBuilder AdaptiveUnityBuildInfoString = new StringBuilder();
foreach (FileItem CPPFile in SortedCPPFiles)
{
if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1)
{
NewCPPFiles.Add(CPPFile);
}
// When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with
if (bUseAdaptiveUnityBuild && Makefile.WorkingSet.Contains(CPPFile))
{
// Just compile this file normally, not as part of the unity blob
NewCPPFiles.Add(CPPFile);
// Let the unity file builder know about the file, so that we can retain the existing size of the unity blobs.
// This won't actually make the source file part of the unity blob, but it will keep track of how big the
// file is so that other existing unity blobs from the same module won't be invalidated. This prevents much
// longer compile times the first time you build after your working file set changes.
CPPUnityFileBuilder.AddVirtualFile(CPPFile);
string CPPFileName = Path.GetFileName(CPPFile.AbsolutePath);
if (AdaptiveUnityBuildInfoString.Length == 0)
{
AdaptiveUnityBuildInfoString.Append(String.Format("[Adaptive unity build] Excluded from {0} unity file: {1}", BaseName, CPPFileName));
}
else
{
AdaptiveUnityBuildInfoString.Append(", " + CPPFileName);
}
}
else
{
// If adaptive unity build is enabled for this module, add this source file to the set that will invalidate the makefile
if(bUseAdaptiveUnityBuild)
{
Makefile.CandidatesForWorkingSet.Add(CPPFile);
}
// Compile this file as part of the unity blob
CPPUnityFileBuilder.AddFile(CPPFile);
}
}
if (AdaptiveUnityBuildInfoString.Length > 0)
{
if (PrintedSettingsForTargets.Add(Target.Name))
{
if (Target.bAdaptiveUnityCreatesDedicatedPCH)
{
Log.TraceInformation("[Adaptive unity build] Creating dedicated PCH for each excluded file. Set bAdaptiveUnityCreatesDedicatedPCH to false in BuildConfiguration.xml to change this behavior.");
}
else if (Target.bAdaptiveUnityDisablesPCH)
{
Log.TraceInformation("[Adaptive unity build] Disabling PCH for excluded files. Set bAdaptiveUnityDisablesPCH to false in BuildConfiguration.xml to change this behavior.");
}
if (Target.bAdaptiveUnityDisablesOptimizations)
{
Log.TraceInformation("[Adaptive unity build] Disabling optimizations for excluded files. Set bAdaptiveUnityDisablesOptimizations to false in BuildConfiguration.xml to change this behavior.");
}
if (Target.bAdaptiveUnityEnablesEditAndContinue)
{
Log.TraceInformation("[Adaptive unity build] Enabling Edit & Continue for excluded files. Set bAdaptiveUnityEnablesEditAndContinue to false in BuildConfiguration.xml to change this behavior.");
}
}
Log.TraceInformation(AdaptiveUnityBuildInfoString.ToString());
}
AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
}
// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
// actions to compile them.
int CurrentUnityFileCount = 0;
foreach (FileCollection UnityFile in AllUnityFiles)
{
++CurrentUnityFileCount;
StringWriter OutputUnityCPPWriter = new StringWriter();
OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
// Add source files to the unity file
foreach (FileItem CPPFile in UnityFile.Files)
{
OutputUnityCPPWriter.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath.Replace('\\', '/'));
}
// Determine unity file path name
string UnityCPPFileName;
if (AllUnityFiles.Count > 1)
{
UnityCPPFileName = string.Format("{0}{1}.{2}_of_{3}.cpp", ModulePrefix, BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
}
else
{
UnityCPPFileName = string.Format("{0}{1}.cpp", ModulePrefix, BaseName);
}
FileReference UnityCPPFilePath = FileReference.Combine(IntermediateDirectory, UnityCPPFileName);
// Write the unity file to the intermediate folder.
FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
NewCPPFiles.Add(UnityCPPFile);
// Store the mapping of source files to unity files in the makefile
foreach(FileItem SourceFile in UnityFile.Files)
{
SourceFileToUnityFile[SourceFile] = UnityCPPFile;
}
foreach (FileItem SourceFile in UnityFile.VirtualFiles)
{
SourceFileToUnityFile[SourceFile] = UnityCPPFile;
}
}
return NewCPPFiles;
}
}
}