Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Android/AndroidToolChain.cs
Jack Porter 1fdfd523ae Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3156770 on 2016/10/10 by Allan.Bentham

	Fix VULKAN_ENABLE_API_DUMP build on android.

Change 3157838 on 2016/10/11 by Allan.Bentham

	Fix Vulkan API tracing on android.

Change 3170713 on 2016/10/21 by Steve.Cano

	Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in

	#jira UE-30896
	#android
	#ios
	#ue4

Change 3171064 on 2016/10/21 by Steve.Cano

	Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints

	#ue4
	#android
	#jira UE-35917

Change 3171065 on 2016/10/21 by Steve.Cano

	IOS implementation of LocationServices plugin to provide access to location data in Blueprints

	#ue4
	#ios
	#jira UE-35917

Change 3181802 on 2016/11/01 by Steve.Cano

	Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.

	#jira UE-30896
	#ios

Change 3181807 on 2016/11/01 by Steve.Cano

	Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.

	#jira UE-35004
	#android
	#ue4

Change 3184827 on 2016/11/03 by Allan.Bentham

	Do not HDR32 encode for views without view family.
	TranslucentAlphaOnly blend mode now works with encoding.
	#jira UE-37951

Change 3186684 on 2016/11/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3188693 on 2016/11/07 by Chris.Babcock

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3191538 on 2016/11/09 by Allan.Bentham

	Mobile tonemapper can use CVarTonemapperOverride

Change 3192575 on 2016/11/09 by Chris.Babcock

	Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
	#jira UEPLAT-1422
	#ue4
	#android

Change 3196231 on 2016/11/13 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3196538 on 2016/11/14 by Jack.Porter

	Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
	#jira UE-38507

Change 3198068 on 2016/11/15 by Dmitriy.Dyomin

	Fixed android console command sender to work with ADB version 1.0.36
	#jira UE-35171

Change 3200230 on 2016/11/16 by Jack.Porter

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119

Change 3201251 on 2016/11/16 by Chris.Babcock

	Fix Android compile error

Change 3203542 on 2016/11/18 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3205598 on 2016/11/21 by Dmitriy.Dyomin

	Fixed: Missing selection outline in editor ES2 preview
	#jira UE-6458

Change 3205622 on 2016/11/21 by Dmitriy.Dyomin

	Fix ES2 build error from CL# 3205598

Change 3207232 on 2016/11/22 by Dmitriy.Dyomin

	ES2 GLSL generated shader simplifications

Change 3208608 on 2016/11/23 by Dmitriy.Dyomin

	Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
	#jira UE-38694

Change 3209135 on 2016/11/23 by Alicia.Cano

	Packaging for iOS fails due to several invalid object type errors
	#jira UE-38431
	#ios

Change 3209822 on 2016/11/24 by Jack.Porter

	IWYU changes for LocationServicesBPLibrary

Change 3209824 on 2016/11/24 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3210264 on 2016/11/25 by Jack.Porter

	Fix unicode compile issue on Korean windows

Change 3210268 on 2016/11/25 by Jack.Porter

	IWYU and unicode fixes to Dev-Mobile

Change 3211800 on 2016/11/28 by Allan.Bentham

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.

Change 3212621 on 2016/11/28 by Jack.Porter

	More IWYU fixes.

Change 3213080 on 2016/11/29 by Allan.Bentham

	enable UseSingleSampleShadowFromStationaryLights on mobile.

	PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)

Change 3213164 on 2016/11/29 by Jack.Porter

	Win32 IWYU fix

Change 3213932 on 2016/11/29 by Chris.Babcock

	Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
	#jira UE-39120
	#ue4
	#android

Change 3214563 on 2016/11/29 by Dmitriy.Dyomin

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)

Change 3214571 on 2016/11/29 by Dmitriy.Dyomin

	Custom stencil on Mobile
	#jira UEMOB-183

Change 3214641 on 2016/11/30 by Dmitriy.Dyomin

	Disable distance culling when rendering image for world composition
	#jira UE-37754

Change 3214656 on 2016/11/30 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3218479 on 2016/12/01 by Jack.Porter

	Fix for Vulkan build error when using AutoSDK

Change 3218596 on 2016/12/02 by Dmitriy.Dyomin

	Fixed: Android split screen multiplayer does not function or render correctly
	#jira UE-35204

Change 3218874 on 2016/12/02 by Allan.Bentham

	Fix CSM shadow bug when ES3.1 + mobileHDR == false.
	Fix inverted culling when rendering shadow depths with mobilehdr == false
	#jira UE-39111

Change 3220911 on 2016/12/04 by Jack.Porter

	Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level

Change 3220935 on 2016/12/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3222831 on 2016/12/05 by Dmitriy.Dyomin

	Added support for MGD and Andreno profilers
	#jira UEMOB-184

Change 3222843 on 2016/12/05 by Jack.Porter

	Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
	#jira UE-38507

Change 3222934 on 2016/12/06 by Jack.Porter

	Android graphics debugger text changes

Change 3223042 on 2016/12/06 by Dmitriy.Dyomin

	Fixed: missing GPU particles in LDR mode on device
	#jira UE-39363

Change 3223043 on 2016/12/06 by Jack.Porter

	Fixed logspam warnings from TcpMessaging launching on Android
	#jira UE-37895

Change 3223046 on 2016/12/06 by Allan.Bentham

	Move ES3.1 preview mode out of experimental.
	Add per device quality level preview to ES3.1 preview sub menu when project settings allow.

	#jira UEMOB-178

Change 3223113 on 2016/12/06 by Allan.Bentham

	changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
	added -featureleveles2/31 commandline support to metalrhi.

Change 3223117 on 2016/12/06 by Allan.Bentham

	Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies

Change 3223131 on 2016/12/06 by Allan.Bentham

	Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
	#jira UE-38343

Change 3223162 on 2016/12/06 by Jack.Porter

	Disallow Absolute World Position with "excluding shader offset" on ES2
	#jra UE-25555

Change 3223204 on 2016/12/06 by Jack.Porter

	Fix for unable to save levels when landscape components with tessellation moved to another level
	#jira UE-39372

Change 3223677 on 2016/12/06 by Chris.Babcock

	Fix tabs

Change 3224139 on 2016/12/06 by Chris.Babcock

	Support modification of build.xml and add post import additions to GameActivity
	#jira UE-31372
	#PR #2440
	#ue4
	#android

Change 3224152 on 2016/12/06 by Chris.Babcock

	Add support for MadCatz C.T.R.L.R Android controller models
	#ue4
	#android

Change 3224162 on 2016/12/06 by Chris.Babcock

	Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
	#jira UE-35825
	#PR #2787
	#ue4
	#android

Change 3224581 on 2016/12/07 by Dmitriy.Dyomin

	Fixed black screen regression on iOS OpenGL
	Also now reporting shader compiler errors in iOS

Change 3224589 on 2016/12/07 by Allan.Bentham

	Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
	#jira UEMOB-187

Change 3224774 on 2016/12/07 by Jack.Porter

	Added flags for mobile shader permutation reduction
	Renamed mobile lighting policies to better describe them
	Set flags to remove policies not used by SunTemple - saves 22MB package size on Android

	#jira: UEMOB-179

Change 3224782 on 2016/12/07 by Allan.Bentham

	Add project option to set maximum supported CSM cascades to mobile renderer.
	#jira UEMOB-187

Change 3224943 on 2016/12/07 by Dmitriy.Dyomin

	Metal iOS will use sRGB textures
	#jira UEMOB-189

Change 3225098 on 2016/12/07 by Dmitriy.Dyomin

	fix for compile error from 3224943

Change 3225188 on 2016/12/07 by Chris.Babcock

	Fix #includes in deferred Android OpenGL
	#jira UE-39440
	#ue4
	#android

Change 3226402 on 2016/12/07 by Dmitriy.Dyomin

	Fixed: wrong condition for r8 srgb on mac
	#jira UE-39471

Change 3226485 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Rendering Artifacts and invisible objects in Fortnite
	regression from nobile custom stencil changes
	#jira UE-39452, UE-39455

Change 3226637 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
	#jira UE-39482

Change 3226922 on 2016/12/08 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3227353 on 2016/12/08 by Chris.Babcock

	Remove CopyVisualizers batch call again

Change 3228013 on 2016/12/08 By Chris.Babcock

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

[CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00

1349 lines
49 KiB
C#

// Copyright 1998-2017 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 Microsoft.Win32;
namespace UnrealBuildTool
{
public class AndroidToolChain : UEToolChain
{
private FileReference ProjectFile;
// the number of the clang version being used to compile
private float ClangVersionFloat = 0;
// the list of architectures we will compile for
private List<string> Arches = null;
// the list of GPU architectures we will compile for
private List<string> GPUArchitectures = null;
// a list of all architecture+GPUArchitecture names (-armv7-es2, etc)
private List<string> AllComboNames = null;
static private Dictionary<string, string[]> AllArchNames = new Dictionary<string, string[]> {
{ "-armv7", new string[] { "armv7", "armeabi-v7a", } },
{ "-arm64", new string[] { "arm64", "arm64-v8a", } },
{ "-x86", new string[] { "x86", } },
{ "-x64", new string[] { "x64", "x86_64", } },
};
static private Dictionary<string, string[]> LibrariesToSkip = new Dictionary<string, string[]> {
{ "-armv7", new string[] { } },
{ "-arm64", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", } },
{ "-x86", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", } },
{ "-x64", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", } },
};
static private Dictionary<string, string[]> ModulesToSkip = new Dictionary<string, string[]> {
{ "-armv7", new string[] { } },
{ "-arm64", new string[] { "OnlineSubsystemGooglePlay", } },
{ "-x86", new string[] { } },
{ "-x64", new string[] { "OnlineSubsystemGooglePlay", } },
};
public AndroidToolChain(FileReference InProjectFile)
: base(CPPTargetPlatform.Android)
{
ProjectFile = InProjectFile;
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
// don't register if we don't have an NDKROOT specified
if (String.IsNullOrEmpty(NDKPath))
{
throw new BuildException("NDKROOT is not specified; cannot use Android toolchain.");
}
NDKPath = NDKPath.Replace("\"", "");
string ClangVersion = "";
string GccVersion = "";
string ArchitecturePath = "";
string ArchitecturePathWindows32 = @"prebuilt/windows";
string ArchitecturePathWindows64 = @"prebuilt/windows-x86_64";
string ArchitecturePathMac = @"prebuilt/darwin-x86_64";
string ArchitecturePathLinux = @"prebuilt/linux-x86_64";
string ExeExtension = ".exe";
if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathWindows64)))
{
Log.TraceVerbose(" Found Windows 64 bit versions of toolchain");
ArchitecturePath = ArchitecturePathWindows64;
}
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathWindows32)))
{
Log.TraceVerbose(" Found Windows 32 bit versions of toolchain");
ArchitecturePath = ArchitecturePathWindows32;
}
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathMac)))
{
Log.TraceVerbose(" Found Mac versions of toolchain");
ArchitecturePath = ArchitecturePathMac;
ExeExtension = "";
}
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathLinux)))
{
Log.TraceVerbose(" Found Linux versions of toolchain");
ArchitecturePath = ArchitecturePathLinux;
ExeExtension = "";
}
else
{
throw new BuildException("Couldn't find 32-bit or 64-bit versions of the Android toolchain");
}
// prefer clang 3.6, but fall back if needed for now
if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.6")))
{
ClangVersionFloat = 3.6f;
ClangVersion = "-3.6";
GccVersion = "4.9";
}
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.5")))
{
ClangVersionFloat = 3.5f;
ClangVersion = "-3.5";
GccVersion = "4.9";
}
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.3")))
{
ClangVersionFloat = 3.3f;
ClangVersion = "-3.3";
GccVersion = "4.8";
}
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.1")))
{
ClangVersionFloat = 3.1f;
ClangVersion = "-3.1";
GccVersion = "4.6";
}
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm")))
{
// look for version in AndroidVersion.txt (fail if not found)
string VersionFilename = Path.Combine(NDKPath, @"toolchains/llvm/", ArchitecturePath, @"AndroidVersion.txt");
if (!File.Exists(VersionFilename))
{
throw new BuildException("Cannot find supported Android toolchain");
}
string[] VersionFile = File.ReadAllLines(VersionFilename);
string[] VersionParts = VersionFile[0].Split('.');
ClangVersionFloat = float.Parse(VersionParts[0] + "." + VersionParts[1], System.Globalization.CultureInfo.InvariantCulture);
ClangVersion = "";
GccVersion = "4.9";
}
else
{
throw new BuildException("Cannot find supported Android toolchain");
}
// set up the path to our toolchains
ClangPath = Path.Combine(NDKPath, @"toolchains/llvm" + ClangVersion, ArchitecturePath, @"bin/clang++" + ExeExtension);
ArPathArm = Path.Combine(NDKPath, @"toolchains/arm-linux-androideabi-" + GccVersion, ArchitecturePath, @"bin/arm-linux-androideabi-ar" + ExeExtension); //@todo android: use llvm-ar.exe instead?
ArPathArm64 = Path.Combine(NDKPath, @"toolchains/aarch64-linux-android-" + GccVersion, ArchitecturePath, @"bin/aarch64-linux-android-ar" + ExeExtension); //@todo android: use llvm-ar.exe instead?
ArPathx86 = Path.Combine(NDKPath, @"toolchains/x86-" + GccVersion, ArchitecturePath, @"bin/i686-linux-android-ar" + ExeExtension); //@todo android: verify x86 toolchain
ArPathx64 = Path.Combine(NDKPath, @"toolchains/x86_64-" + GccVersion, ArchitecturePath, @"bin/x86_64-linux-android-ar" + ExeExtension); //@todo android: verify x64 toolchain
// NDK setup (use no less than 21 for 64-bit targets)
int NDKApiLevelInt = GetNdkApiLevelInt();
string NDKApiLevel32Bit = GetNdkApiLevel();
string NDKApiLevel64Bit = NDKApiLevel32Bit;
if (NDKApiLevelInt < 21)
{
NDKApiLevel64Bit = "android-21";
}
// toolchain params
ToolchainParamsArm = " -target armv7-none-linux-androideabi" +
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel32Bit, "arch-arm") + "\"" +
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/arm-linux-androideabi-" + GccVersion, ArchitecturePath) + "\"";
ToolchainParamsArm64 = " -target aarch64-none-linux-android" +
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel64Bit, "arch-arm64") + "\"" +
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/aarch64-linux-android-" + GccVersion, ArchitecturePath) + "\"";
ToolchainParamsx86 = " -target i686-none-linux-android" +
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel32Bit, "arch-x86") + "\"" +
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/x86-" + GccVersion, ArchitecturePath) + "\"";
ToolchainParamsx64 = " -target x86_64-none-linux-android" +
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel64Bit, "arch-x86_64") + "\"" +
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains\x86_64-" + GccVersion, ArchitecturePath) + "\"";
}
public void ParseArchitectures()
{
// look in ini settings for what platforms to compile for
ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Android, "Engine", DirectoryReference.FromFile(ProjectFile));
Arches = new List<string>();
bool bBuild = true;
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArmV7", out bBuild) && bBuild
|| UEBuildConfiguration.Architectures.Contains("armv7", StringComparer.OrdinalIgnoreCase))
{
Arches.Add("-armv7");
}
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArm64", out bBuild) && bBuild
|| UEBuildConfiguration.Architectures.Contains("arm64", StringComparer.OrdinalIgnoreCase))
{
Arches.Add("-arm64");
}
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx86", out bBuild) && bBuild
|| UEBuildConfiguration.Architectures.Contains("x86", StringComparer.OrdinalIgnoreCase))
{
Arches.Add("-x86");
}
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx8664", out bBuild) && bBuild
|| UEBuildConfiguration.Architectures.Contains("x64", StringComparer.OrdinalIgnoreCase))
{
Arches.Add("-x64");
}
// force armv7 if something went wrong
if (Arches.Count == 0)
{
Arches.Add("-armv7");
}
// Parse selected GPU architectures
GPUArchitectures = new List<string>();
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForES2", out bBuild) && bBuild
|| UEBuildConfiguration.GPUArchitectures.Contains("es2", StringComparer.OrdinalIgnoreCase))
{
GPUArchitectures.Add("-es2");
}
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForESDeferred", out bBuild) && bBuild
|| UEBuildConfiguration.GPUArchitectures.Contains("esdeferred", StringComparer.OrdinalIgnoreCase))
{
GPUArchitectures.Add("-esdeferred");
}
if (GPUArchitectures.Count == 0)
{
GPUArchitectures.Add("-es2");
}
AllComboNames = (from Arch in Arches
from GPUArch in GPUArchitectures
select Arch + GPUArch).ToList();
}
static public string GetGLESVersionFromGPUArch(string GPUArch, bool bES30Minimum)
{
GPUArch = GPUArch.Substring(1); // drop the '-' from the start
string GLESversion = "";
switch (GPUArch)
{
case "es2":
GLESversion = "0x00020000";
break;
case "esdeferred":
GLESversion = "0x00030001";
break;
default:
GLESversion = "0x00020000";
break;
}
if (bES30Minimum && (GLESversion[6] < '3'))
{
GLESversion = "0x00030000";
}
return GLESversion;
}
public override void SetUpGlobalEnvironment()
{
base.SetUpGlobalEnvironment();
ParseArchitectures();
}
public List<string> GetAllArchitectures()
{
if (Arches == null)
{
ParseArchitectures();
}
return Arches;
}
public List<string> GetAllGPUArchitectures()
{
if (GPUArchitectures == null)
{
ParseArchitectures();
}
return GPUArchitectures;
}
public int GetNdkApiLevelInt(int MinNdk = 19)
{
string NDKVersion = GetNdkApiLevel();
int NDKVersionInt = MinNdk;
if (NDKVersion.Contains("-"))
{
int Version;
if (int.TryParse(NDKVersion.Substring(NDKVersion.LastIndexOf('-') + 1), out Version))
{
if (Version > NDKVersionInt)
NDKVersionInt = Version;
}
}
return NDKVersionInt;
}
public string GetNdkApiLevel()
{
// ask the .ini system for what version to use
ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.Android, "Engine", DirectoryReference.FromFile(ProjectFile));
string NDKLevel;
Ini.GetString("/Script/AndroidPlatformEditor.AndroidSDKSettings", "NDKAPILevel", out NDKLevel);
if (NDKLevel == "latest")
{
// get a list of NDK platforms
string PlatformsDir = Environment.ExpandEnvironmentVariables("%NDKROOT%/platforms");
if (!Directory.Exists(PlatformsDir))
{
throw new BuildException("No platforms found in {0}", PlatformsDir);
}
// return the largest of them
NDKLevel = GetLargestApiLevel(Directory.GetDirectories(PlatformsDir));
}
return NDKLevel;
}
public string GetLargestApiLevel(string[] ApiLevels)
{
int LargestLevel = 0;
string LargestString = null;
// look for largest integer
foreach (string Level in ApiLevels)
{
string LocalLevel = Path.GetFileName(Level);
string[] Tokens = LocalLevel.Split("-".ToCharArray());
if (Tokens.Length >= 2)
{
try
{
int ParsedLevel = int.Parse(Tokens[1]);
// bigger? remember it
if (ParsedLevel > LargestLevel)
{
LargestLevel = ParsedLevel;
LargestString = LocalLevel;
}
}
catch (Exception)
{
// ignore poorly formed string
}
}
}
return LargestString;
}
string GetCLArguments_Global(CPPEnvironment CompileEnvironment, string Architecture)
{
string Result = "";
switch (Architecture)
{
case "-armv7": Result += ToolchainParamsArm; break;
case "-arm64": Result += ToolchainParamsArm64; break;
case "-x86": Result += ToolchainParamsx86; break;
case "-x64": Result += ToolchainParamsx64; break;
default: Result += ToolchainParamsArm; break;
}
// build up the commandline common to C and C++
Result += " -c";
Result += " -fdiagnostics-format=msvc";
Result += " -Wall";
Result += " -Wno-unused-variable";
// this will hide the warnings about static functions in headers that aren't used in every single .cpp file
Result += " -Wno-unused-function";
// this hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
Result += " -Wno-switch";
// this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
Result += " -Wno-tautological-compare";
//This will prevent the issue of warnings for unused private variables.
Result += " -Wno-unused-private-field";
Result += " -Wno-local-type-template-args"; // engine triggers this
Result += " -Wno-return-type-c-linkage"; // needed for PhysX
Result += " -Wno-reorder"; // member initialization order
Result += " -Wno-unknown-pragmas"; // probably should kill this one, sign of another issue in PhysX?
Result += " -Wno-invalid-offsetof"; // needed to suppress warnings about using offsetof on non-POD types.
Result += " -Wno-logical-op-parentheses"; // needed for external headers we can't change
if (CompileEnvironment.Config.bEnableShadowVariableWarning)
{
Result += " -Wshadow -Wno-error=shadow";
}
// new for clang4.5 warnings:
if (ClangVersionFloat >= 3.5f)
{
Result += " -Wno-undefined-bool-conversion"; // 'this' pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true (if (this))
// we use this feature to allow static FNames.
Result += " -Wno-gnu-string-literal-operator-template";
}
if (ClangVersionFloat >= 3.6f)
{
Result += " -Wno-unused-local-typedef"; // clang is being overly strict here? PhysX headers trigger this.
Result += " -Wno-inconsistent-missing-override"; // these have to be suppressed for UE 4.8, should be fixed later.
}
// shipping builds will cause this warning with "ensure", so disable only in those case
if (CompileEnvironment.Config.Configuration == CPPTargetConfiguration.Shipping)
{
Result += " -Wno-unused-value";
}
// debug info
if (CompileEnvironment.Config.bCreateDebugInfo)
{
Result += " -g2 -gdwarf-4";
}
// optimization level
if (!CompileEnvironment.Config.bOptimizeCode)
{
Result += " -O0";
}
else
{
if (UEBuildConfiguration.bCompileForSize)
{
Result += " -Oz";
}
else
{
Result += " -O3";
}
}
// Optionally enable exception handling (off by default since it generates extra code needed to propagate exceptions)
if (CompileEnvironment.Config.bEnableExceptions || UEBuildConfiguration.bForceEnableExceptions)
{
Result += " -fexceptions";
}
else
{
Result += " -fno-exceptions";
}
// Conditionally enable (default disabled) generation of information about every class with virtual functions for use by the C++ runtime type identification features
// (`dynamic_cast' and `typeid'). If you don't use those parts of the language, you can save some space by using -fno-rtti.
// Note that exception handling uses the same information, but it will generate it as needed.
if (CompileEnvironment.Config.bUseRTTI)
{
Result += " -frtti";
}
else
{
Result += " -fno-rtti";
}
//@todo android: these are copied verbatim from UE3 and probably need adjustment
if (Architecture == "-armv7")
{
// Result += " -mthumb-interwork"; // Generates code which supports calling between ARM and Thumb instructions, w/o it you can't reliability use both together
Result += " -funwind-tables"; // Just generates any needed static data, affects no code
Result += " -fstack-protector"; // Emits extra code to check for buffer overflows
// Result += " -mlong-calls"; // Perform function calls by first loading the address of the function into a reg and then performing the subroutine call
Result += " -fno-strict-aliasing"; // Prevents unwanted or invalid optimizations that could produce incorrect code
Result += " -fpic"; // Generates position-independent code (PIC) suitable for use in a shared library
Result += " -fno-short-enums"; // Do not allocate to an enum type only as many bytes as it needs for the declared range of possible values
// Result += " -finline-limit=64"; // GCC limits the size of functions that can be inlined, this flag allows coarse control of this limit
// Result += " -Wno-psabi"; // Warn when G++ generates code that is probably not compatible with the vendor-neutral C++ ABI
Result += " -march=armv7-a";
Result += " -mfloat-abi=softfp";
Result += " -mfpu=vfpv3-d16"; //@todo android: UE3 was just vfp. arm7a should all support v3 with 16 registers
// Add flags for on-device debugging
if (CompileEnvironment.Config.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -fno-omit-frame-pointer"; // Disable removing the save/restore frame pointer for better debugging
if (ClangVersionFloat >= 3.6f)
{
Result += " -fno-function-sections"; // Improve breakpoint location
}
}
// Some switches interfere with on-device debugging
if (CompileEnvironment.Config.Configuration != CPPTargetConfiguration.Debug)
{
Result += " -ffunction-sections"; // Places each function in its own section of the output file, linker may be able to perform opts to improve locality of reference
}
Result += " -fsigned-char"; // Treat chars as signed //@todo android: any concerns about ABI compatibility with libs here?
}
else if (Architecture == "-arm64")
{
Result += " -funwind-tables"; // Just generates any needed static data, affects no code
Result += " -fstack-protector"; // Emits extra code to check for buffer overflows
Result += " -fno-strict-aliasing"; // Prevents unwanted or invalid optimizations that could produce incorrect code
Result += " -fpic"; // Generates position-independent code (PIC) suitable for use in a shared library
Result += " -fno-short-enums"; // Do not allocate to an enum type only as many bytes as it needs for the declared range of possible values
Result += " -D__arm64__"; // for some reason this isn't defined and needed for PhysX
Result += " -march=armv8-a";
//Result += " -mfloat-abi=softfp";
//Result += " -mfpu=vfpv3-d16"; //@todo android: UE3 was just vfp. arm7a should all support v3 with 16 registers
// Some switches interfere with on-device debugging
if (CompileEnvironment.Config.Configuration != CPPTargetConfiguration.Debug)
{
Result += " -ffunction-sections"; // Places each function in its own section of the output file, linker may be able to perform opts to improve locality of reference
}
Result += " -fsigned-char"; // Treat chars as signed //@todo android: any concerns about ABI compatibility with libs here?
}
else if (Architecture == "-x86")
{
Result += " -fstrict-aliasing";
Result += " -fno-omit-frame-pointer";
Result += " -fno-strict-aliasing";
Result += " -fno-short-enums";
Result += " -march=atom";
}
else if (Architecture == "-x64")
{
Result += " -fstrict-aliasing";
Result += " -fno-omit-frame-pointer";
Result += " -fno-strict-aliasing";
Result += " -fno-short-enums";
Result += " -march=atom";
}
return Result;
}
static string GetCompileArguments_CPP(bool bDisableOptimizations)
{
string Result = "";
Result += " -x c++";
Result += " -std=c++11";
// optimization level
if (bDisableOptimizations)
{
Result += " -O0";
}
else
{
Result += " -O3";
}
return Result;
}
static string GetCompileArguments_C(bool bDisableOptimizations)
{
string Result = "";
Result += " -x c";
// optimization level
if (bDisableOptimizations)
{
Result += " -O0";
}
else
{
Result += " -O3";
}
return Result;
}
static string GetCompileArguments_PCH(bool bDisableOptimizations)
{
string Result = "";
Result += " -x c++-header";
Result += " -std=c++11";
// optimization level
if (bDisableOptimizations)
{
Result += " -O0";
}
else
{
Result += " -O3";
}
return Result;
}
string GetLinkArguments(LinkEnvironment LinkEnvironment, string Architecture)
{
string Result = "";
Result += " -nostdlib";
Result += " -Wl,-shared,-Bsymbolic";
Result += " -Wl,--no-undefined";
if (Architecture == "-arm64")
{
Result += ToolchainParamsArm64;
Result += " -march=armv8-a";
}
else if (Architecture == "-x86")
{
Result += ToolchainParamsx86;
Result += " -march=atom";
}
else if (Architecture == "-x64")
{
Result += ToolchainParamsx64;
Result += " -march=atom";
}
else // if (Architecture == "-armv7")
{
Result += ToolchainParamsArm;
Result += " -march=armv7-a";
Result += " -Wl,--fix-cortex-a8"; // required to route around a CPU bug in some Cortex-A8 implementations
}
if (BuildConfiguration.bUseUnityBuild && ClangVersionFloat >= 3.6f && ClangVersionFloat < 3.8f)
{
Result += " -fuse-ld=gold"; // ld.gold is available in r10e (clang 3.6)
}
// make sure the DT_SONAME field is set properly (or we can a warning toast at startup on new Android)
Result += " -Wl,-soname,libUE4.so";
// verbose output from the linker
// Result += " -v";
return Result;
}
static string GetArArguments(LinkEnvironment LinkEnvironment)
{
string Result = "";
Result += " -r";
return Result;
}
static bool IsDirectoryForArch(string Dir, string Arch)
{
// make sure paths use one particular slash
Dir = Dir.Replace("\\", "/").ToLowerInvariant();
// look for other architectures in the Dir path, and fail if it finds it
foreach (var Pair in AllArchNames)
{
if (Pair.Key != Arch)
{
foreach (var ArchName in Pair.Value)
{
// if there's a directory in the path with a bad architecture name, reject it
if (Regex.IsMatch(Dir, "/" + ArchName + "$") || Regex.IsMatch(Dir, "/" + ArchName + "/"))
{
return false;
}
}
}
}
// if nothing was found, we are okay
return true;
}
static bool ShouldSkipModule(string ModuleName, string Arch)
{
foreach (var ModName in ModulesToSkip[Arch])
{
if (ModName == ModuleName)
{
return true;
}
}
// if nothing was found, we are okay
return false;
}
bool ShouldSkipLib(string Lib, string Arch, string GPUArchitecture)
{
// reject any libs we outright don't want to link with
foreach (var LibName in LibrariesToSkip[Arch])
{
if (LibName == Lib)
{
return true;
}
}
// if another architecture is in the filename, reject it
foreach (string ComboName in AllComboNames)
{
if (ComboName != Arch + GPUArchitecture)
{
if (Path.GetFileNameWithoutExtension(Lib).EndsWith(ComboName))
{
return true;
}
}
}
// if nothing was found, we are okay
return false;
}
static void ConditionallyAddNDKSourceFiles(List<FileItem> SourceFiles, string ModuleName)
{
// We need to add the extra glue and cpu code only to Launch module.
if (ModuleName.Equals("Launch"))
{
SourceFiles.Add(FileItem.GetItemByPath(Environment.GetEnvironmentVariable("NDKROOT") + "/sources/android/native_app_glue/android_native_app_glue.c"));
// Newer NDK cpu_features.c uses getauxval() which causes a SIGSEGV in libhoudini.so (ARM on Intel translator) in older versions of Houdini
// so we patch the file to use alternative methods of detecting CPU features if libhoudini.so is detected
// The basis for this patch is from here: https://android-review.googlesource.com/#/c/110650/
string CpuFeaturesPath = Environment.GetEnvironmentVariable("NDKROOT") + "/sources/android/cpufeatures/";
string CpuFeaturesPatchedFile = CpuFeaturesPath + "cpu-features-patched.c";
if (!File.Exists(CpuFeaturesPatchedFile))
{
// Either make a copy or patch it
string[] CpuFeaturesLines = File.ReadAllLines(CpuFeaturesPath + "cpu-features.c");
// Look for get_elf_hwcap_from_getauxval in the file
bool NeedsPatch = false;
int LineIndex;
for (LineIndex = 0; LineIndex < CpuFeaturesLines.Length; ++LineIndex)
{
if (CpuFeaturesLines[LineIndex].Contains("get_elf_hwcap_from_getauxval"))
{
NeedsPatch = true;
// Make sure it doesn't already have the patch (r10c and 10d have it already, but removed in 10e)
for (int LineIndex2 = LineIndex; LineIndex2 < CpuFeaturesLines.Length; ++LineIndex2)
{
if (CpuFeaturesLines[LineIndex2].Contains("has_houdini_binary_translator(void)"))
{
NeedsPatch = false;
break;
}
}
break;
}
}
// Apply patch or write unchanged
if (NeedsPatch)
{
List<string> CpuFeaturesList = new List<string>(CpuFeaturesLines);
// Skip down to section to add Houdini check function for arm
while (!CpuFeaturesList[++LineIndex].StartsWith("#if defined(__arm__)")) ;
CpuFeaturesList.Insert(++LineIndex, "/* Check Houdini Binary Translator is installed on the system.");
CpuFeaturesList.Insert(++LineIndex, " *");
CpuFeaturesList.Insert(++LineIndex, " * If this function returns 1, get_elf_hwcap_from_getauxval() function");
CpuFeaturesList.Insert(++LineIndex, " * will causes SIGSEGV while calling getauxval() function.");
CpuFeaturesList.Insert(++LineIndex, " */");
CpuFeaturesList.Insert(++LineIndex, "static int");
CpuFeaturesList.Insert(++LineIndex, "has_houdini_binary_translator(void) {");
CpuFeaturesList.Insert(++LineIndex, " int found = 0;");
CpuFeaturesList.Insert(++LineIndex, " if (access(\"/system/lib/libhoudini.so\", F_OK) != -1) {");
CpuFeaturesList.Insert(++LineIndex, " D(\"Found Houdini binary translator\\n\");");
CpuFeaturesList.Insert(++LineIndex, " found = 1;");
CpuFeaturesList.Insert(++LineIndex, " }");
CpuFeaturesList.Insert(++LineIndex, " return found;");
CpuFeaturesList.Insert(++LineIndex, "}");
CpuFeaturesList.Insert(++LineIndex, "");
// Add the Houdini check call
while (!CpuFeaturesList[++LineIndex].Contains("/* Extract the list of CPU features from ELF hwcaps */")) ;
CpuFeaturesList.Insert(LineIndex++, " /* Check Houdini binary translator is installed */");
CpuFeaturesList.Insert(LineIndex++, " int has_houdini = has_houdini_binary_translator();");
CpuFeaturesList.Insert(LineIndex++, "");
// Make the get_elf_hwcap_from_getauxval() calls conditional
while (!CpuFeaturesList[++LineIndex].Contains("hwcaps = get_elf_hwcap_from_getauxval(AT_HWCAP);")) ;
CpuFeaturesList.Insert(LineIndex++, " if (!has_houdini) {");
CpuFeaturesList.Insert(++LineIndex, " }");
while (!CpuFeaturesList[++LineIndex].Contains("hwcaps2 = get_elf_hwcap_from_getauxval(AT_HWCAP2);")) ;
CpuFeaturesList.Insert(LineIndex++, " if (!has_houdini) {");
CpuFeaturesList.Insert(++LineIndex, " }");
File.WriteAllLines(CpuFeaturesPatchedFile, CpuFeaturesList.ToArray());
}
else
{
File.WriteAllLines(CpuFeaturesPatchedFile, CpuFeaturesLines);
}
}
SourceFiles.Add(FileItem.GetItemByPath(CpuFeaturesPatchedFile));
}
}
void GenerateEmptyLinkFunctionsForRemovedModules(List<FileItem> SourceFiles, string ModuleName, DirectoryReference OutputDirectory)
{
// Only add to UELinkerFixups module
if (!ModuleName.Equals("Launch"))
{
return;
}
string LinkerExceptionsName = "../UELinkerExceptions";
FileReference LinkerExceptionsCPPFilename = FileReference.Combine(OutputDirectory, LinkerExceptionsName + ".cpp");
// Create the cpp filename
if (!LinkerExceptionsCPPFilename.Exists())
{
// Create a dummy file in case it doesn't exist yet so that the module does not complain it's not there
ResponseFile.Create(LinkerExceptionsCPPFilename, new List<string>());
}
var Result = new List<string>();
foreach (string Arch in Arches)
{
switch (Arch)
{
case "-armv7": Result.Add("#if PLATFORM_ANDROID_ARM"); break;
case "-arm64": Result.Add("#if PLATFORM_ANDROID_ARM64"); break;
case "-x86": Result.Add("#if PLATFORM_ANDROID_X86"); break;
case "-x64": Result.Add("#if PLATFORM_ANDROID_X64"); break;
default: Result.Add("#if PLATFORM_ANDROID_ARM"); break;
}
foreach (var ModName in ModulesToSkip[Arch])
{
Result.Add(" void EmptyLinkFunctionForStaticInitialization" + ModName + "(){}");
}
Result.Add("#endif");
}
// Determine if the file changed. Write it if it either doesn't exist or the contents are different.
bool bShouldWriteFile = true;
if (LinkerExceptionsCPPFilename.Exists())
{
string[] ExistingExceptionText = File.ReadAllLines(LinkerExceptionsCPPFilename.FullName);
string JoinedNewContents = string.Join("", Result.ToArray());
string JoinedOldContents = string.Join("", ExistingExceptionText);
bShouldWriteFile = (JoinedNewContents != JoinedOldContents);
}
// If we determined that we should write the file, write it now.
if (bShouldWriteFile)
{
ResponseFile.Create(LinkerExceptionsCPPFilename, Result);
}
SourceFiles.Add(FileItem.GetItemByFileReference(LinkerExceptionsCPPFilename));
}
// cache the location of NDK tools
static string ClangPath;
static string ToolchainParamsArm;
static string ToolchainParamsArm64;
static string ToolchainParamsx86;
static string ToolchainParamsx64;
static string ArPathArm;
static string ArPathArm64;
static string ArPathx86;
static string ArPathx64;
static public string GetStripExecutablePath(string UE4Arch)
{
string StripPath;
switch (UE4Arch)
{
case "-armv7": StripPath = ArPathArm; break;
case "-arm64": StripPath = ArPathArm64; break;
case "-x86": StripPath = ArPathx86; break;
case "-x64": StripPath = ArPathx64; break;
default: StripPath = ArPathArm; break;
}
return StripPath.Replace("-ar", "-strip");
}
static private bool bHasPrintedApiLevel = false;
public override CPPOutput CompileCPPFiles(CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName, ActionGraph ActionGraph)
{
if (Arches.Count == 0)
{
throw new BuildException("At least one architecture (armv7, x86, etc) needs to be selected in the project settings to build");
}
if (!bHasPrintedApiLevel)
{
Console.WriteLine("Compiling Native code with NDK API '{0}'", GetNdkApiLevel());
bHasPrintedApiLevel = true;
}
string BaseArguments = "";
if (CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create)
{
BaseArguments += " -Werror";
}
// Directly added NDK files for NDK extensions
ConditionallyAddNDKSourceFiles(SourceFiles, ModuleName);
// Deal with dynamic modules removed by architecture
GenerateEmptyLinkFunctionsForRemovedModules(SourceFiles, ModuleName, CompileEnvironment.Config.OutputDirectory);
// Add preprocessor definitions to the argument list.
foreach (string Definition in CompileEnvironment.Config.Definitions)
{
BaseArguments += string.Format(" -D \"{0}\"", Definition);
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Platform);
var NDKRoot = Environment.GetEnvironmentVariable("NDKROOT").Replace("\\", "/");
string BasePCHName = "";
var PCHExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Android).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
BasePCHName = RemoveArchName(CompileEnvironment.PrecompiledHeaderFile.AbsolutePath).Replace(PCHExtension, "");
}
// Create a compile action for each source file.
CPPOutput Result = new CPPOutput();
foreach (string Arch in Arches)
{
if (ShouldSkipModule(ModuleName, Arch))
{
continue;
}
foreach (string GPUArchitecture in GPUArchitectures)
{
// which toolchain to use
string Arguments = GetCLArguments_Global(CompileEnvironment, Arch) + BaseArguments;
switch (Arch)
{
case "-armv7": Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_ARM=1"; break;
case "-arm64": Arguments += " -DPLATFORM_64BITS=1 -DPLATFORM_ANDROID_ARM64=1"; break;
case "-x86": Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_X86=1"; break;
case "-x64": Arguments += " -DPLATFORM_64BITS=1 -DPLATFORM_ANDROID_X64=1"; break;
default: Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_ARM=1"; break;
}
if (GPUArchitecture == "-esdeferred")
{
Arguments += " -DPLATFORM_ANDROIDESDEFERRED=1";
}
// which PCH file to include
string PCHArguments = "";
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
// Add the precompiled header file's path to the include path so Clang can find it.
// This needs to be before the other include paths to ensure Clang uses it instead of the source header file.
PCHArguments += string.Format(" -include \"{0}\"", InlineArchName(BasePCHName, Arch, GPUArchitecture));
}
// Add include paths to the argument list (filtered by architecture)
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths)
{
if (IsDirectoryForArch(IncludePath, Arch))
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
}
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.IncludePaths)
{
if (IsDirectoryForArch(IncludePath, Arch))
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
}
foreach (FileItem SourceFile in SourceFiles)
{
Action CompileAction = ActionGraph.Add(ActionType.Compile);
string FileArguments = "";
bool bIsPlainCFile = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant() == ".C";
bool bDisableShadowWarning = false;
// should we disable optimizations on this file?
// @todo android - We wouldn't need this if we could disable optimizations per function (via pragma)
bool bDisableOptimizations = false;// SourceFile.AbsolutePath.ToUpperInvariant().IndexOf("\\SLATE\\") != -1;
if (bDisableOptimizations && CompileEnvironment.Config.bOptimizeCode)
{
Log.TraceWarning("Disabling optimizations on {0}", SourceFile.AbsolutePath);
}
bDisableOptimizations = bDisableOptimizations || !CompileEnvironment.Config.bOptimizeCode;
// Add C or C++ specific compiler arguments.
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
FileArguments += GetCompileArguments_PCH(bDisableOptimizations);
}
else if (bIsPlainCFile)
{
FileArguments += GetCompileArguments_C(bDisableOptimizations);
// remove shadow variable warnings for NDK files
if (SourceFile.AbsolutePath.Replace("\\", "/").StartsWith(NDKRoot))
{
bDisableShadowWarning = true;
}
}
else
{
FileArguments += GetCompileArguments_CPP(bDisableOptimizations);
// only use PCH for .cpp files
FileArguments += PCHArguments;
}
// Add the C++ source file and its included files to the prerequisite item list.
AddPrerequisiteSourceFile(BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems);
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
{
// Add the precompiled header file to the produced item list.
FileItem PrecompiledHeaderFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(InlineArchName(SourceFile.AbsolutePath, Arch, GPUArchitecture) + PCHExtension)
)
);
CompileAction.ProducedItems.Add(PrecompiledHeaderFile);
Result.PrecompiledHeaderFile = PrecompiledHeaderFile;
// Add the parameters needed to compile the precompiled header file to the command-line.
FileArguments += string.Format(" -o \"{0}\"", PrecompiledHeaderFile.AbsolutePath, false);
}
else
{
if (CompileEnvironment.Config.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
{
CompileAction.bIsUsingPCH = true;
FileItem ArchPrecompiledHeaderFile = FileItem.GetItemByPath(InlineArchName(BasePCHName, Arch, GPUArchitecture) + PCHExtension);
CompileAction.PrerequisiteItems.Add(ArchPrecompiledHeaderFile);
}
var ObjectFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Android).GetBinaryExtension(UEBuildBinaryType.Object);
// Add the object file to the produced item list.
FileItem ObjectFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
InlineArchName(Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension, Arch, GPUArchitecture)
)
);
CompileAction.ProducedItems.Add(ObjectFile);
Result.ObjectFiles.Add(ObjectFile);
FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath, false);
}
// Add the source file path to the command-line.
FileArguments += string.Format(" \"{0}\"", SourceFile.AbsolutePath);
// Build a full argument list
string AllArguments = Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
AllArguments = ActionThread.ExpandEnvironmentVariables(AllArguments);
AllArguments = AllArguments.Replace("\\", "/");
// Remove shadow warning for this file if requested
if (bDisableShadowWarning)
{
int WarningIndex = AllArguments.IndexOf(" -Wshadow");
if (WarningIndex > 0)
{
AllArguments = AllArguments.Remove(WarningIndex, 9);
}
}
// Create the response file
FileReference ResponseFileName = CompileAction.ProducedItems[0].Reference + "_" + AllArguments.GetHashCode().ToString("X") + ".response";
string ResponseArgument = string.Format("@\"{0}\"", ResponseFile.Create(ResponseFileName, new List<string> { AllArguments }).FullName);
CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
CompileAction.CommandPath = ClangPath;
CompileAction.CommandArguments = ResponseArgument;
CompileAction.StatusDescription = string.Format("{0} [{1}-{2}]", Path.GetFileName(SourceFile.AbsolutePath), Arch.Replace("-", ""), GPUArchitecture.Replace("-", ""));
// 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 pre-compiled headers as it is the critical path task.
CompileAction.bCanExecuteRemotely =
CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create ||
BuildConfiguration.bAllowRemotelyCompiledPCHs;
}
}
}
return Result;
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph)
{
return null;
}
static public string InlineArchName(string Pathname, string Arch, string GPUArchitecture)
{
return Path.Combine(Path.GetDirectoryName(Pathname), Path.GetFileNameWithoutExtension(Pathname) + Arch + GPUArchitecture + Path.GetExtension(Pathname));
}
public string RemoveArchName(string Pathname)
{
// remove all architecture names
foreach (string Arch in GetAllArchitectures())
{
foreach (string GPUArchitecture in GetAllGPUArchitectures())
{
Pathname = Path.Combine(Path.GetDirectoryName(Pathname), Path.GetFileName(Pathname).Replace(Arch + GPUArchitecture, ""));
}
}
return Pathname;
}
public override FileItem[] LinkAllFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph)
{
List<FileItem> Outputs = new List<FileItem>();
var NDKRoot = Environment.GetEnvironmentVariable("NDKROOT").Replace("\\", "/");
int NDKApiLevelInt = GetNdkApiLevelInt();
string OptionalLinkArguments;
for (int ArchIndex = 0; ArchIndex < Arches.Count; ArchIndex++)
{
string Arch = Arches[ArchIndex];
// 32-bit ABI may need fixup for removed bsd_signal in NDK11 for android-21+
OptionalLinkArguments = "";
if (NDKApiLevelInt >= 21)
{
// this file was added in NDK11 so use existence to detect (RELEASE.TXT no longer present)
if (File.Exists(Path.Combine(NDKRoot, "source.properties")))
{
switch (Arch)
{
case "-armv7":
OptionalLinkArguments = string.Format(" \"{0}\"", Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Build/Android/Prebuilt/bsdsignal/lib/armeabi-v7a/libbsdsignal.a"));
break;
case "-x86":
OptionalLinkArguments = string.Format(" \"{0}\"", Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Build/Android/Prebuilt/bsdsignal/lib/x86/libbsdsignal.a"));
break;
}
}
}
for (int GPUArchIndex = 0; GPUArchIndex < GPUArchitectures.Count; GPUArchIndex++)
{
string GPUArchitecture = GPUArchitectures[GPUArchIndex];
int OutputPathIndex = ArchIndex * GPUArchitectures.Count + GPUArchIndex;
// Android will have an array of outputs
if (LinkEnvironment.Config.OutputFilePaths.Count < OutputPathIndex ||
!LinkEnvironment.Config.OutputFilePaths[OutputPathIndex].GetFileNameWithoutExtension().EndsWith(Arch + GPUArchitecture))
{
throw new BuildException("The OutputFilePaths array didn't match the Arches array in AndroidToolChain.LinkAllFiles");
}
// Create an action that invokes the linker.
Action LinkAction = ActionGraph.Add(ActionType.Link);
LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
if (LinkEnvironment.Config.bIsBuildingLibrary)
{
switch (Arch)
{
case "-armv7": LinkAction.CommandPath = ArPathArm; break;
case "-arm64": LinkAction.CommandPath = ArPathArm64; break;
case "-x86": LinkAction.CommandPath = ArPathx86; ; break;
case "-x64": LinkAction.CommandPath = ArPathx64; ; break;
default: LinkAction.CommandPath = ArPathArm; ; break;
}
}
else
{
LinkAction.CommandPath = ClangPath;
}
string LinkerPath = LinkAction.WorkingDirectory;
LinkAction.WorkingDirectory = LinkEnvironment.Config.IntermediateDirectory.FullName;
// Get link arguments.
LinkAction.CommandArguments = LinkEnvironment.Config.bIsBuildingLibrary ? GetArArguments(LinkEnvironment) : GetLinkArguments(LinkEnvironment, Arch);
// Add the output file as a production of the link action.
FileItem OutputFile;
OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePaths[OutputPathIndex]);
Outputs.Add(OutputFile);
LinkAction.ProducedItems.Add(OutputFile);
LinkAction.StatusDescription = string.Format("{0}", Path.GetFileName(OutputFile.AbsolutePath));
// LinkAction.bPrintDebugInfo = true;
// Add the output file to the command-line.
if (LinkEnvironment.Config.bIsBuildingLibrary)
{
LinkAction.CommandArguments += string.Format(" \"{0}\"", OutputFile.AbsolutePath);
}
else
{
LinkAction.CommandArguments += string.Format(" -o \"{0}\"", OutputFile.AbsolutePath);
}
// Add the input files to a response file, and pass the response file on the command-line.
List<string> InputFileNames = new List<string>();
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
// make sure it's for current Arch
if (Path.GetFileNameWithoutExtension(InputFile.AbsolutePath).EndsWith(Arch + GPUArchitecture))
{
string AbsolutePath = InputFile.AbsolutePath.Replace("\\", "/");
AbsolutePath = AbsolutePath.Replace(LinkEnvironment.Config.IntermediateDirectory.FullName.Replace("\\", "/"), "");
AbsolutePath = AbsolutePath.TrimStart(new char[] { '/' });
InputFileNames.Add(string.Format("\"{0}\"", AbsolutePath));
LinkAction.PrerequisiteItems.Add(InputFile);
}
}
FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile);
LinkAction.CommandArguments += string.Format(" @\"{0}\"", ResponseFile.Create(ResponseFileName, InputFileNames));
// libs don't link in other libs
if (!LinkEnvironment.Config.bIsBuildingLibrary)
{
// Add the library paths to the argument list.
foreach (string LibraryPath in LinkEnvironment.Config.LibraryPaths)
{
// LinkerPaths could be relative or absolute
string AbsoluteLibraryPath = ActionThread.ExpandEnvironmentVariables(LibraryPath);
if (IsDirectoryForArch(AbsoluteLibraryPath, Arch))
{
// environment variables aren't expanded when using the $( style
if (Path.IsPathRooted(AbsoluteLibraryPath) == false)
{
AbsoluteLibraryPath = Path.Combine(LinkerPath, AbsoluteLibraryPath);
}
LinkAction.CommandArguments += string.Format(" -L\"{0}\"", AbsoluteLibraryPath);
}
}
// add libraries in a library group
LinkAction.CommandArguments += string.Format(" -Wl,--start-group");
foreach (string AdditionalLibrary in LinkEnvironment.Config.AdditionalLibraries)
{
if (!ShouldSkipLib(AdditionalLibrary, Arch, GPUArchitecture))
{
if (String.IsNullOrEmpty(Path.GetDirectoryName(AdditionalLibrary)))
{
LinkAction.CommandArguments += string.Format(" \"-l{0}\"", AdditionalLibrary);
}
else
{
// full pathed libs are compiled by us, so we depend on linking them
LinkAction.CommandArguments += string.Format(" \"{0}\"", Path.GetFullPath(AdditionalLibrary));
LinkAction.PrerequisiteItems.Add(FileItem.GetItemByPath(AdditionalLibrary));
}
}
}
LinkAction.CommandArguments += OptionalLinkArguments;
LinkAction.CommandArguments += string.Format(" -Wl,--end-group");
}
// Add the additional arguments specified by the environment.
LinkAction.CommandArguments += LinkEnvironment.Config.AdditionalArguments;
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\", "/");
// Only execute linking on the local PC.
LinkAction.bCanExecuteRemotely = false;
}
}
return Outputs.ToArray();
}
public override void ModifyBuildProducts(UEBuildBinary Binary, Dictionary<FileReference, BuildProductType> BuildProducts)
{
// the binary will have all of the .so's in the output files, we need to trim down to the shared apk (which is what needs to go into the manifest)
if (Binary.Config.Type != UEBuildBinaryType.StaticLibrary)
{
foreach (FileReference BinaryPath in Binary.Config.OutputFilePaths)
{
FileReference ApkFile = BinaryPath.ChangeExtension(".apk");
BuildProducts.Add(ApkFile, BuildProductType.Executable);
}
}
}
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile, ActionGraph ActionGraph)
{
throw new BuildException("Android cannot compile C# files");
}
public static void OutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs Line)
{
if ((Line != null) && (Line.Data != null))
{
Log.TraceInformation(Line.Data);
}
}
public override void StripSymbols(string SourceFileName, string TargetFileName)
{
File.Copy(SourceFileName, TargetFileName, true);
ProcessStartInfo StartInfo = new ProcessStartInfo();
if (SourceFileName.Contains("-armv7"))
{
StartInfo.FileName = ArPathArm.Replace("-ar.exe", "-strip.exe");
}
else
if (SourceFileName.Contains("-arm64"))
{
StartInfo.FileName = ArPathArm64.Replace("-ar.exe", "-strip.exe");
}
else
if (SourceFileName.Contains("-x86"))
{
StartInfo.FileName = ArPathx86.Replace("-ar.exe", "-strip.exe");
}
else
if (SourceFileName.Contains("-x64"))
{
StartInfo.FileName = ArPathx64.Replace("-ar.exe", "-strip.exe");
}
else
{
throw new BuildException("Couldn't determine Android architecture to strip symbols from {0}", SourceFileName);
}
StartInfo.Arguments = "--strip-debug " + TargetFileName;
StartInfo.UseShellExecute = false;
StartInfo.CreateNoWindow = true;
Utils.RunLocalProcessAndLogOutput(StartInfo);
}
};
}