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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3301794 on 2017/02/14 by Josh.Adams
Fixed a crash with clothing on platforms that don't support NV_CLOTH
Change 3302696 on 2017/02/14 by Chad.Garyet
adding dev-console json
Change 3306418 on 2017/02/16 by Ben.Woodhouse
Fix prepass/basepass zfighting, caused by bad vertex welding in depth-only indexbuffer. Requires bumping the staticmesh DDC key
Duplicated from Fortnite/Main CL 3302965
#jira UE-34332
Change 3308922 on 2017/02/17 by Josh.Adams
- Disabled the game analytics anon usage data sent to Epic on the console platforms
Change 3311506 on 2017/02/20 by Keith.Judge
Replicate fix for FD3D12UniqueDescriptorTable leak in async compute contexts from another branch.
Change 3313445 on 2017/02/20 by Josh.Adams
- Various Vulkan fixes:
- Compiles in Linux
- Many cubemap bugs squashed
- Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
- Added compute fences
Change 3314916 on 2017/02/21 by Josh.Adams
- Fixed an issue with 4 and 8 vertex instanced particles using the wrong VertexFactory objects (D3D didn't even need separate VFs due to the VertexDecl updating the stride at draw call time)
Change 3315398 on 2017/02/21 by Ben.Woodhouse
Fix GPUTestbed packaging
Change 3316340 on 2017/02/22 by Ben.Woodhouse
Duplicate hotfix from Release-4.15:
CL 3316322
Fix for GPU Cubemap copy crash - Guard for invalid indices before marking cubemap indices as removed
#jira UE-42165
Change 3317345 on 2017/02/22 by Ben.Woodhouse
Integrate from //UE4/Main/...@3316239
Change 3319186 on 2017/02/23 by Josh.Adams
Added /VIRTUALIZEDIRECTX option to XgConsole for XGE shader compiling to work on remote machines without DX installed
Change 3323514 on 2017/02/27 by Chad.Garyet
adding populate ddc for dev-console, removing RDU agent type
Change 3335889 on 2017/03/07 by Luke.Thatcher
[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3335229) to //UE4/Dev-Console
#tests Build Win64 Editor, run QAGame editor, Launch on PS4.
Change 3336550 on 2017/03/07 by Ben.Woodhouse
Duplicate CL 3336456
#jira UE-42468
Fix a bug in the rendertargetpool handling of fastVRAM targets, reported on UDN
Change 3340385 on 2017/03/09 by Ben.Woodhouse
Optimized fastVRAM layout and configurability. CVars can be configured based title rendering requirements and resolution
With these changes, we try to store the GBuffer in Fast VRAM if possible. Transient/non perf critical surfaces are now disabled by default
In content w/ dynamic lighting @ 900p we see a 1.8ms gain. In RenderTestMap QAGame @ 1080p we see 0.4ms gains (further improvements may be possible with additional tweaking).
Change 3355982 on 2017/03/21 by Ben.Woodhouse
Duplicate from CL 3354688:
Fix async SSAO not actually running asynchronously. This was because bHZBBeforeBasePass was set to false even though we had a full prepass (EDepthDrawingMode::DDM_AllOpaque), so we didn't process it until after the basepass.
This saved 0.6ms in GPUTestbed
Change 3356166 on 2017/03/21 by Ben.Woodhouse
Duplicate from 3347033
Subsurface postprocess optimization, courtesy of Mike O'Connor at Iron Galaxy Studios.
Add a branch to reduce bandwidth. Halved the cost of the setup pass according to PIX (0.3ms to 0.15ms)
Change 3360243 on 2017/03/23 by Luke.Thatcher
[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3358685) to //UE4/Dev-Console
#tests Build Win64 Editor, run FortGPUTestbed editor, Launch on PS4.
Change 3365746 on 2017/03/27 by Joe.Barnes
- Handle NULL source data.
- Log failed surround conversion.
Change 3368022 on 2017/03/28 by Ben.Woodhouse
Cherry pick reflection capture hotfix from release-4.15 CL 3365830:
Fixed reflection capture crash when repeatedly adding/removing captures
Previously we used an array of indices (CubemapIndicesRemovedSinceLastRealloc) to keep track of indices which had been removed, however this caused issues when those indices were reused by subsequent allocations before the array was reallocated
The new method uses a simple bitfield to track usage (one bit per cubemap slot index).
Also fixed order(N^2) index search in the index allocator - now just a fast bit scan
#jira UE-42165
#jira UE-42911
Change 3371568 on 2017/03/30 by Luke.Thatcher
[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3371054) to Dev-Console (//UE4/Dev-Console)
Change 3372780 on 2017/03/30 by Joe.Barnes
Add support for multi-channel ADPCM encoding. Format based on game side ADPCM decompressor.
Change 3374847 on 2017/03/31 by Ben.Woodhouse
Fix shipping warning
#jira UE-43522
Change 3376442 on 2017/04/03 by Ben.Woodhouse
Fix FortGPUTestbed animnotify cook errors (delete the offending animnotifies)
[CL 3378288 by Luke Thatcher in Main branch]
1257 lines
53 KiB
C#
1257 lines
53 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace UnrealBuildTool
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{
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/// <summary>
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/// A module that is compiled from C++ code.
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/// </summary>
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class UEBuildModuleCPP : UEBuildModule
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{
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public class AutoGenerateCppInfoClass
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{
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public class BuildInfoClass
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{
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/// <summary>
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/// The wildcard of the *.generated.cpp file which was generated for the module
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/// </summary>
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public readonly string FileWildcard;
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public BuildInfoClass(string InWildcard)
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{
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Debug.Assert(InWildcard != null);
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FileWildcard = InWildcard;
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}
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}
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/// <summary>
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/// Information about how to build the .generated.cpp files. If this is null, then we're not building .generated.cpp files for this module.
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/// </summary>
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public BuildInfoClass BuildInfo;
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public AutoGenerateCppInfoClass(BuildInfoClass InBuildInfo)
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{
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BuildInfo = InBuildInfo;
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}
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}
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/// <summary>
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/// Information about the .generated.cpp file. If this is null then this module doesn't have any UHT-produced code.
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/// </summary>
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public AutoGenerateCppInfoClass AutoGenerateCppInfo = null;
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public class SourceFilesClass
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{
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public readonly List<FileItem> MissingFiles = new List<FileItem>();
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public readonly List<FileItem> CPPFiles = new List<FileItem>();
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public readonly List<FileItem> CFiles = new List<FileItem>();
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public readonly List<FileItem> CCFiles = new List<FileItem>();
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public readonly List<FileItem> MMFiles = new List<FileItem>();
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public readonly List<FileItem> RCFiles = new List<FileItem>();
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public readonly List<FileItem> OtherFiles = new List<FileItem>();
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public int Count
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{
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get
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{
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return MissingFiles.Count +
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CPPFiles.Count +
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CFiles.Count +
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CCFiles.Count +
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MMFiles.Count +
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RCFiles.Count +
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OtherFiles.Count;
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}
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}
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/// <summary>
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/// Copy from list to list helper.
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/// </summary>
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/// <param name="From">Source list.</param>
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/// <param name="To">Destination list.</param>
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private static void CopyFromListToList(List<FileItem> From, List<FileItem> To)
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{
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To.Clear();
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To.AddRange(From);
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}
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/// <summary>
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/// Copies file lists from other SourceFilesClass to this.
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/// </summary>
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/// <param name="Other">Source object.</param>
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public void CopyFrom(SourceFilesClass Other)
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{
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CopyFromListToList(Other.MissingFiles, MissingFiles);
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CopyFromListToList(Other.CPPFiles, CPPFiles);
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CopyFromListToList(Other.CFiles, CFiles);
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CopyFromListToList(Other.CCFiles, CCFiles);
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CopyFromListToList(Other.MMFiles, MMFiles);
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CopyFromListToList(Other.RCFiles, RCFiles);
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CopyFromListToList(Other.OtherFiles, OtherFiles);
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}
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}
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/// <summary>
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/// Adds additional source cpp files for this module.
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/// </summary>
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/// <param name="Files">Files to add.</param>
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public void AddAdditionalCPPFiles(IEnumerable<FileItem> Files)
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{
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SourceFiles.AddRange(Files);
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SourceFilesToBuild.CPPFiles.AddRange(Files);
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}
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/// <summary>
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/// All the source files for this module
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/// </summary>
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public readonly List<FileItem> SourceFiles = new List<FileItem>();
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/// <summary>
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/// A list of the absolute paths of source files to be built in this module.
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/// </summary>
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public readonly SourceFilesClass SourceFilesToBuild = new SourceFilesClass();
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/// <summary>
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/// A list of the source files that were found for the module.
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/// </summary>
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public readonly SourceFilesClass SourceFilesFound = new SourceFilesClass();
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/// <summary>
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/// The directory for this module's generated code
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/// </summary>
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public readonly DirectoryReference GeneratedCodeDirectory;
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/// <summary>
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/// The preprocessor definitions used to compile this module's private implementation.
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/// </summary>
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HashSet<string> Definitions;
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/// When set, allows this module to report compiler definitions and include paths for Intellisense
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IntelliSenseGatherer IntelliSenseGatherer;
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public List<string> IncludeSearchPaths = new List<string>();
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public class ProcessedDependenciesClass
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{
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/// <summary>
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/// The file, if any, which is used as the unique PCH for this module
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/// </summary>
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public FileItem UniquePCHHeaderFile = null;
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}
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/// <summary>
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/// The processed dependencies for the class
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/// </summary>
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public ProcessedDependenciesClass ProcessedDependencies = null;
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/// <summary>
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/// List of invalid include directives. These are buffered up and output before we start compiling.
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/// </summary>
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public List<string> InvalidIncludeDirectiveMessages;
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/// <summary>
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/// Hack to skip adding definitions to compile environment. They will be baked into source code by external code.
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/// </summary>
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public bool bSkipDefinitionsForCompileEnvironment = false;
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public int FindNumberOfGeneratedCppFiles()
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{
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return ((null == GeneratedCodeDirectory) || !DirectoryReference.Exists(GeneratedCodeDirectory)) ? 0
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: (DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.*.cpp", SearchOption.AllDirectories).Count()
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+ DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.cpp", SearchOption.AllDirectories).Count());
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}
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protected override void GetReferencedDirectories(HashSet<DirectoryReference> Directories)
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{
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base.GetReferencedDirectories(Directories);
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foreach(FileItem SourceFile in SourceFiles)
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{
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Directories.Add(SourceFile.Reference.Directory);
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}
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}
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/// <summary>
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/// Categorizes source files into per-extension buckets
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/// </summary>
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private static void CategorizeSourceFiles(IEnumerable<FileItem> InSourceFiles, SourceFilesClass OutSourceFiles)
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{
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foreach (FileItem SourceFile in InSourceFiles)
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{
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string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
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if (!SourceFile.bExists)
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{
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OutSourceFiles.MissingFiles.Add(SourceFile);
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}
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else if (Extension == ".CPP")
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{
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OutSourceFiles.CPPFiles.Add(SourceFile);
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}
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else if (Extension == ".C")
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{
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OutSourceFiles.CFiles.Add(SourceFile);
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}
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else if (Extension == ".CC")
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{
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OutSourceFiles.CCFiles.Add(SourceFile);
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}
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else if (Extension == ".MM" || Extension == ".M")
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{
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OutSourceFiles.MMFiles.Add(SourceFile);
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}
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else if (Extension == ".RC")
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{
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OutSourceFiles.RCFiles.Add(SourceFile);
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}
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else
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{
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OutSourceFiles.OtherFiles.Add(SourceFile);
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}
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}
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}
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/// <summary>
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/// List of whitelisted circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead.
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/// </summary>
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static readonly KeyValuePair<string, string>[] WhitelistedCircularDependencies =
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{
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new KeyValuePair<string, string>("Engine", "AIModule"),
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new KeyValuePair<string, string>("Engine", "Landscape"),
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new KeyValuePair<string, string>("Engine", "UMG"),
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new KeyValuePair<string, string>("Engine", "GameplayTags"),
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new KeyValuePair<string, string>("Engine", "MaterialShaderQualitySettings"),
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new KeyValuePair<string, string>("Engine", "UnrealEd"),
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new KeyValuePair<string, string>("PacketHandler", "ReliabilityHandlerComponent"),
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new KeyValuePair<string, string>("GameplayDebugger", "AIModule"),
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new KeyValuePair<string, string>("GameplayDebugger", "GameplayTasks"),
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new KeyValuePair<string, string>("Engine", "CinematicCamera"),
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new KeyValuePair<string, string>("Engine", "CollisionAnalyzer"),
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new KeyValuePair<string, string>("Engine", "LogVisualizer"),
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new KeyValuePair<string, string>("Engine", "Kismet"),
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new KeyValuePair<string, string>("Landscape", "UnrealEd"),
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new KeyValuePair<string, string>("Landscape", "MaterialUtilities"),
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new KeyValuePair<string, string>("LocalizationDashboard", "LocalizationService"),
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new KeyValuePair<string, string>("LocalizationDashboard", "MainFrame"),
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new KeyValuePair<string, string>("LocalizationDashboard", "TranslationEditor"),
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new KeyValuePair<string, string>("Documentation", "SourceControl"),
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new KeyValuePair<string, string>("UnrealEd", "GraphEditor"),
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new KeyValuePair<string, string>("UnrealEd", "Kismet"),
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new KeyValuePair<string, string>("UnrealEd", "AudioEditor"),
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new KeyValuePair<string, string>("BlueprintGraph", "KismetCompiler"),
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new KeyValuePair<string, string>("BlueprintGraph", "UnrealEd"),
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new KeyValuePair<string, string>("BlueprintGraph", "GraphEditor"),
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new KeyValuePair<string, string>("BlueprintGraph", "Kismet"),
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new KeyValuePair<string, string>("BlueprintGraph", "CinematicCamera"),
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new KeyValuePair<string, string>("ConfigEditor", "PropertyEditor"),
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new KeyValuePair<string, string>("SourceControl", "UnrealEd"),
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new KeyValuePair<string, string>("Kismet", "BlueprintGraph"),
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new KeyValuePair<string, string>("Kismet", "UMGEditor"),
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new KeyValuePair<string, string>("MovieSceneTools", "Sequencer"),
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new KeyValuePair<string, string>("Sequencer", "MovieSceneTools"),
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new KeyValuePair<string, string>("AIModule", "AITestSuite"),
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new KeyValuePair<string, string>("GameplayTasks", "UnrealEd"),
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new KeyValuePair<string, string>("AnimGraph", "UnrealEd"),
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new KeyValuePair<string, string>("AnimGraph", "GraphEditor"),
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new KeyValuePair<string, string>("MaterialUtilities", "Landscape"),
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new KeyValuePair<string, string>("HierarchicalLODOutliner", "UnrealEd"),
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new KeyValuePair<string, string>("PixelInspectorModule", "UnrealEd"),
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new KeyValuePair<string, string>("GameplayAbilitiesEditor", "BlueprintGraph"),
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new KeyValuePair<string, string>("UnrealEd", "ViewportInteraction"),
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new KeyValuePair<string, string>("UnrealEd", "VREditor"),
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new KeyValuePair<string, string>("LandscapeEditor", "ViewportInteraction"),
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new KeyValuePair<string, string>("LandscapeEditor", "VREditor"),
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new KeyValuePair<string, string>("FoliageEdit", "ViewportInteraction"),
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new KeyValuePair<string, string>("FoliageEdit", "VREditor"),
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new KeyValuePair<string, string>("MeshPaint", "ViewportInteraction"),
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new KeyValuePair<string, string>("MeshPaint", "VREditor"),
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new KeyValuePair<string, string>("MeshPaintMode", "ViewportInteraction"),
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new KeyValuePair<string, string>("MeshPaintMode", "VREditor"),
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new KeyValuePair<string, string>("Sequencer", "ViewportInteraction"),
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};
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public UEBuildModuleCPP(
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string InName,
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UHTModuleType InType,
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DirectoryReference InModuleDirectory,
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DirectoryReference InGeneratedCodeDirectory,
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IntelliSenseGatherer InIntelliSenseGatherer,
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IEnumerable<FileItem> InSourceFiles,
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ModuleRules InRules,
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bool bInBuildSourceFiles,
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FileReference InRulesFile
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)
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: base(
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InName,
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InType,
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InModuleDirectory,
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InRules,
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InRulesFile
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)
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{
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GeneratedCodeDirectory = InGeneratedCodeDirectory;
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IntelliSenseGatherer = InIntelliSenseGatherer;
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SourceFiles = InSourceFiles.ToList();
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CategorizeSourceFiles(InSourceFiles, SourceFilesFound);
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if (bInBuildSourceFiles)
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{
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SourceFilesToBuild.CopyFrom(SourceFilesFound);
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}
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Definitions = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions);
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foreach (string Def in Definitions)
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{
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Log.TraceVerbose("Compile Env {0}: {1}", Name, Def);
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}
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foreach(string CircularlyReferencedModuleName in Rules.CircularlyReferencedDependentModules)
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{
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if(CircularlyReferencedModuleName != "BlueprintContext" && !WhitelistedCircularDependencies.Any(x => x.Key == Name && x.Value == CircularlyReferencedModuleName))
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{
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Log.TraceWarning("Found reference between '{0}' and '{1}'. Support for circular references is being phased out; please do not introduce new ones.", Name, CircularlyReferencedModuleName);
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}
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}
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}
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// UEBuildModule interface.
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public override List<FileItem> Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List<PrecompiledHeaderTemplate> SharedPCHs, ActionGraph ActionGraph)
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{
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(BinaryCompileEnvironment.Platform);
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List<FileItem> LinkInputFiles = new List<FileItem>();
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if (ProjectFileGenerator.bGenerateProjectFiles && IntelliSenseGatherer == null)
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{
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// Nothing to do for IntelliSense, bail out early
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return LinkInputFiles;
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}
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CppCompileEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, BinaryCompileEnvironment);
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IncludeSearchPaths = ModuleCompileEnvironment.IncludePaths.UserIncludePaths.ToList();
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IncludeSearchPaths.AddRange(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths.ToList());
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if (IntelliSenseGatherer != null)
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{
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// Update project file's set of preprocessor definitions and include paths
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IntelliSenseGatherer.AddIntelliSensePreprocessorDefinitions(ModuleCompileEnvironment.Definitions);
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IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths, bAddingSystemIncludes: true);
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IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.UserIncludePaths, bAddingSystemIncludes: false);
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// Bail out. We don't need to actually compile anything while generating project files.
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return LinkInputFiles;
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}
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// Throw an error if the module's source file list referenced any non-existent files.
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if (SourceFilesToBuild.MissingFiles.Count > 0)
|
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{
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throw new BuildException(
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"UBT ERROR: Module \"{0}\" references non-existent files:\n{1} (perhaps a file was added to the project but not checked in)",
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Name,
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string.Join("\n", SourceFilesToBuild.MissingFiles.Select(M => M.AbsolutePath))
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);
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}
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{
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// Process all of the header file dependencies for this module
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this.CachePCHUsageForModuleSourceFiles(Target, ModuleCompileEnvironment);
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// Make sure our RC files have cached includes.
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foreach (FileItem RCFile in SourceFilesToBuild.RCFiles)
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{
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// The default resource file (PCLaunch.rc) is created in a module-agnostic way, so we want to avoid overriding the include paths for it
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if(RCFile.CachedIncludePaths == null)
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{
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RCFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
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}
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}
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}
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// Check to see if this is an Engine module (including program or plugin modules). That is, the module is located under the "Engine" folder
|
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bool IsPluginModule = (Target.ProjectFile != null && ModuleDirectory.IsUnderDirectory(DirectoryReference.Combine(Target.ProjectFile.Directory, "Plugins")));
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bool IsGameModule = !IsPluginModule && !ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
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// Should we force a precompiled header to be generated for this module? Usually, we only bother with a
|
|
// precompiled header if there are at least several source files in the module (after combining them for unity
|
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// builds.) But for game modules, it can be convenient to always have a precompiled header to single-file
|
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// changes to code is really quick to compile.
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int MinFilesUsingPrecompiledHeader = Target.MinFilesUsingPrecompiledHeader;
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if (Rules.MinFilesUsingPrecompiledHeaderOverride != 0)
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|
{
|
|
MinFilesUsingPrecompiledHeader = Rules.MinFilesUsingPrecompiledHeaderOverride;
|
|
}
|
|
else if (IsGameModule && Target.bForcePrecompiledHeaderForGameModules)
|
|
{
|
|
// This is a game module with only a small number of source files, so go ahead and force a precompiled header
|
|
// to be generated to make incremental changes to source files as fast as possible for small projects.
|
|
MinFilesUsingPrecompiledHeader = 1;
|
|
}
|
|
|
|
|
|
// Engine modules will always use unity build mode unless MinSourceFilesForUnityBuildOverride is specified in
|
|
// the module rules file. By default, game modules only use unity of they have enough source files for that
|
|
// to be worthwhile. If you have a lot of small game modules, consider specifying MinSourceFilesForUnityBuildOverride=0
|
|
// in the modules that you don't typically iterate on source files in very frequently.
|
|
int MinSourceFilesForUnityBuild = 0;
|
|
if (Rules.MinSourceFilesForUnityBuildOverride != 0)
|
|
{
|
|
MinSourceFilesForUnityBuild = Rules.MinSourceFilesForUnityBuildOverride;
|
|
}
|
|
else if (IsGameModule)
|
|
{
|
|
// Game modules with only a small number of source files are usually better off having faster iteration times
|
|
// on single source file changes, so we forcibly disable unity build for those modules
|
|
MinSourceFilesForUnityBuild = Target.MinGameModuleSourceFilesForUnityBuild;
|
|
}
|
|
|
|
|
|
// Should we use unity build mode for this module?
|
|
bool bModuleUsesUnityBuild = false;
|
|
if (Target.bUseUnityBuild || Target.bForceUnityBuild)
|
|
{
|
|
if (Target.bForceUnityBuild)
|
|
{
|
|
Log.TraceVerbose("Module '{0}' using unity build mode (bForceUnityBuild enabled for this module)", this.Name);
|
|
bModuleUsesUnityBuild = true;
|
|
}
|
|
else if (Rules.bFasterWithoutUnity)
|
|
{
|
|
Log.TraceVerbose("Module '{0}' not using unity build mode (bFasterWithoutUnity enabled for this module)", this.Name);
|
|
bModuleUsesUnityBuild = false;
|
|
}
|
|
else if (SourceFilesToBuild.CPPFiles.Count < MinSourceFilesForUnityBuild)
|
|
{
|
|
Log.TraceVerbose("Module '{0}' not using unity build mode (module with fewer than {1} source files)", this.Name, MinSourceFilesForUnityBuild);
|
|
bModuleUsesUnityBuild = false;
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Module '{0}' using unity build mode", this.Name);
|
|
bModuleUsesUnityBuild = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log.TraceVerbose("Module '{0}' not using unity build mode", this.Name);
|
|
}
|
|
|
|
// Set up the environment with which to compile the CPP files
|
|
CppCompileEnvironment CompileEnvironment = ModuleCompileEnvironment;
|
|
if (Target.bUsePCHFiles)
|
|
{
|
|
// If this module has an explicit PCH, use that
|
|
if(Rules.PrivatePCHHeaderFile != null)
|
|
{
|
|
PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.PrivatePCHHeaderFile)), CompileEnvironment, ActionGraph);
|
|
|
|
CompileEnvironment = new CppCompileEnvironment(CompileEnvironment);
|
|
CompileEnvironment.Definitions.Clear();
|
|
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
|
|
CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference;
|
|
CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile;
|
|
|
|
LinkInputFiles.AddRange(Instance.Output.ObjectFiles);
|
|
}
|
|
|
|
// Try to find a suitable shared PCH for this module
|
|
if (CompileEnvironment.PrecompiledHeaderFile == null && SharedPCHs.Count > 0 && !CompileEnvironment.bIsBuildingLibrary && Rules.PCHUsage != ModuleRules.PCHUsageMode.NoSharedPCHs)
|
|
{
|
|
// Find all the dependencies of this module
|
|
HashSet<UEBuildModule> ReferencedModules = new HashSet<UEBuildModule>();
|
|
GetAllDependencyModules(new List<UEBuildModule>(), ReferencedModules, bIncludeDynamicallyLoaded: false, bForceCircular: false, bOnlyDirectDependencies: true);
|
|
|
|
// Find the first shared PCH module we can use
|
|
PrecompiledHeaderTemplate Template = SharedPCHs.FirstOrDefault(x => ReferencedModules.Contains(x.Module));
|
|
if(Template != null && Template.IsValidFor(CompileEnvironment))
|
|
{
|
|
PrecompiledHeaderInstance Instance = FindOrCreateSharedPCH(ToolChain, Template, ModuleCompileEnvironment.bOptimizeCode, ActionGraph);
|
|
|
|
FileReference PrivateDefinitionsFile = FileReference.Combine(CompileEnvironment.OutputDirectory, String.Format("Definitions.{0}.h", Name));
|
|
using (StringWriter Writer = new StringWriter())
|
|
{
|
|
// Remove the module _API definition for cases where there are circular dependencies between the shared PCH module and modules using it
|
|
Writer.WriteLine("#undef {0}", ModuleApiDefine);
|
|
|
|
// Games may choose to use shared PCHs from the engine, so allow them to change the value of these macros
|
|
if(Type.IsGameModule())
|
|
{
|
|
Writer.WriteLine("#undef UE_IS_ENGINE_MODULE");
|
|
Writer.WriteLine("#undef DEPRECATED_FORGAME");
|
|
Writer.WriteLine("#define DEPRECATED_FORGAME DEPRECATED");
|
|
}
|
|
|
|
WriteDefinitions(CompileEnvironment.Definitions, Writer);
|
|
FileItem.CreateIntermediateTextFile(PrivateDefinitionsFile, Writer.ToString());
|
|
}
|
|
|
|
CompileEnvironment = new CppCompileEnvironment(CompileEnvironment);
|
|
CompileEnvironment.Definitions.Clear();
|
|
CompileEnvironment.ForceIncludeFiles.Add(PrivateDefinitionsFile);
|
|
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
|
|
CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference;
|
|
CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile;
|
|
|
|
LinkInputFiles.AddRange(Instance.Output.ObjectFiles);
|
|
}
|
|
}
|
|
|
|
// If there was one header that was included first by enough C++ files, use it as the precompiled header. Only use precompiled headers for projects with enough files to make the PCH creation worthwhile.
|
|
if (CompileEnvironment.PrecompiledHeaderFile == null && SourceFilesToBuild.CPPFiles.Count >= MinFilesUsingPrecompiledHeader && ProcessedDependencies != null)
|
|
{
|
|
PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, ProcessedDependencies.UniquePCHHeaderFile, CompileEnvironment, ActionGraph);
|
|
|
|
CompileEnvironment = new CppCompileEnvironment(CompileEnvironment);
|
|
CompileEnvironment.Definitions.Clear();
|
|
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
|
|
CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference;
|
|
CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile;
|
|
|
|
LinkInputFiles.AddRange(Instance.Output.ObjectFiles);
|
|
}
|
|
}
|
|
|
|
// Compile CPP files
|
|
List<FileItem> CPPFilesToCompile = SourceFilesToBuild.CPPFiles;
|
|
if (bModuleUsesUnityBuild)
|
|
{
|
|
CPPFilesToCompile = Unity.GenerateUnityCPPs(Target, CPPFilesToCompile, CompileEnvironment, Name);
|
|
LinkInputFiles.AddRange(CompileUnityFilesWithToolChain(Target, ToolChain, CompileEnvironment, ModuleCompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles);
|
|
}
|
|
else
|
|
{
|
|
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles);
|
|
}
|
|
|
|
// Compile all the generated CPP files
|
|
if (AutoGenerateCppInfo != null && AutoGenerateCppInfo.BuildInfo != null && !CompileEnvironment.bHackHeaderGenerator)
|
|
{
|
|
string[] GeneratedFiles = Directory.GetFiles(Path.GetDirectoryName(AutoGenerateCppInfo.BuildInfo.FileWildcard), Path.GetFileName(AutoGenerateCppInfo.BuildInfo.FileWildcard));
|
|
if(GeneratedFiles.Length > 0)
|
|
{
|
|
// Create a compile environment for the generated files. We can disable creating debug info here to improve link times.
|
|
CppCompileEnvironment GeneratedCPPCompileEnvironment = CompileEnvironment;
|
|
if(GeneratedCPPCompileEnvironment.bCreateDebugInfo && Target.bDisableDebugInfoForGeneratedCode)
|
|
{
|
|
GeneratedCPPCompileEnvironment = new CppCompileEnvironment(GeneratedCPPCompileEnvironment);
|
|
GeneratedCPPCompileEnvironment.bCreateDebugInfo = false;
|
|
}
|
|
|
|
// Compile all the generated files
|
|
foreach (string GeneratedFilename in GeneratedFiles)
|
|
{
|
|
FileItem GeneratedCppFileItem = FileItem.GetItemByPath(GeneratedFilename);
|
|
|
|
CachePCHUsageForModuleSourceFile(CompileEnvironment, GeneratedCppFileItem);
|
|
|
|
// @todo ubtmake: Check for ALL other places where we might be injecting .cpp or .rc files for compiling without caching CachedCPPIncludeInfo first (anything platform specific?)
|
|
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(GeneratedCPPCompileEnvironment, new List<FileItem> { GeneratedCppFileItem }, Name, ActionGraph).ObjectFiles);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Compile C files directly.
|
|
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CFiles, Name, ActionGraph).ObjectFiles);
|
|
|
|
// Compile CC files directly.
|
|
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CCFiles, Name, ActionGraph).ObjectFiles);
|
|
|
|
// Compile MM files directly.
|
|
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.MMFiles, Name, ActionGraph).ObjectFiles);
|
|
|
|
// Compile RC files.
|
|
LinkInputFiles.AddRange(ToolChain.CompileRCFiles(ModuleCompileEnvironment, SourceFilesToBuild.RCFiles, ActionGraph).ObjectFiles);
|
|
|
|
return LinkInputFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a shared PCH template for this module, which allows constructing shared PCH instances in the future
|
|
/// </summary>
|
|
/// <param name="Target">The target which owns this module</param>
|
|
/// <param name="BaseCompileEnvironment">Base compile environment for this target</param>
|
|
/// <returns>Template for shared PCHs</returns>
|
|
public PrecompiledHeaderTemplate CreateSharedPCHTemplate(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment)
|
|
{
|
|
CppCompileEnvironment CompileEnvironment = CreateSharedPCHCompileEnvironment(Target, BaseCompileEnvironment);
|
|
FileItem HeaderFile = FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.SharedPCHHeaderFile));
|
|
HeaderFile.CachedIncludePaths = CompileEnvironment.IncludePaths;
|
|
DirectoryReference OutputDir = (CompileEnvironment.PCHOutputDirectory != null)? DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name) : CompileEnvironment.OutputDirectory;
|
|
return new PrecompiledHeaderTemplate(this, CompileEnvironment, HeaderFile, OutputDir);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a precompiled header action to generate a new pch file
|
|
/// </summary>
|
|
/// <param name="ToolChain">The toolchain to generate the PCH</param>
|
|
/// <param name="HeaderFile"></param>
|
|
/// <param name="ModuleCompileEnvironment"></param>
|
|
/// <param name="ActionGraph">Graph containing build actions</param>
|
|
/// <returns>The created PCH instance.</returns>
|
|
private PrecompiledHeaderInstance CreatePrivatePCH(UEToolChain ToolChain, FileItem HeaderFile, CppCompileEnvironment ModuleCompileEnvironment, ActionGraph ActionGraph)
|
|
{
|
|
// Cache the header file include paths. This file could have been a shared PCH too, so ignore if the include paths are already set.
|
|
if(HeaderFile.CachedIncludePaths == null)
|
|
{
|
|
HeaderFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
|
|
}
|
|
|
|
// Create the wrapper file, which sets all the definitions needed to compile it
|
|
FileReference WrapperLocation = FileReference.Combine(ModuleCompileEnvironment.OutputDirectory, String.Format("PCH.{0}.h", Name));
|
|
FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, ModuleCompileEnvironment.Definitions, HeaderFile);
|
|
|
|
// Create a new C++ environment that is used to create the PCH.
|
|
CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment);
|
|
CompileEnvironment.Definitions.Clear();
|
|
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create;
|
|
CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Reference;
|
|
CompileEnvironment.OutputDirectory = ModuleCompileEnvironment.OutputDirectory;
|
|
CompileEnvironment.bOptimizeCode = ModuleCompileEnvironment.bOptimizeCode;
|
|
|
|
// Create the action to compile the PCH file.
|
|
CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List<FileItem>() { WrapperFile }, Name, ActionGraph);
|
|
return new PrecompiledHeaderInstance(WrapperFile, CompileEnvironment.bOptimizeCode, Output);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a precompiled header instance from the given template, or returns an existing one if it already exists
|
|
/// </summary>
|
|
/// <param name="ToolChain">The toolchain being used to build this module</param>
|
|
/// <param name="Template">The PCH template</param>
|
|
/// <param name="bOptimizeCode">Whether optimization should be enabled for this PCH</param>
|
|
/// <param name="ActionGraph">Graph containing build actions</param>
|
|
/// <returns>Instance of a PCH</returns>
|
|
public PrecompiledHeaderInstance FindOrCreateSharedPCH(UEToolChain ToolChain, PrecompiledHeaderTemplate Template, bool bOptimizeCode, ActionGraph ActionGraph)
|
|
{
|
|
PrecompiledHeaderInstance Instance = Template.Instances.Find(x => x.bOptimizeCode == bOptimizeCode);
|
|
if(Instance == null)
|
|
{
|
|
// Create a suffix to distinguish this shared PCH variant from any others. Currently only optimized and non-optimized shared PCHs are supported.
|
|
string Variant = "";
|
|
if(bOptimizeCode != Template.BaseCompileEnvironment.bOptimizeCode)
|
|
{
|
|
if(bOptimizeCode)
|
|
{
|
|
Variant += ".Optimized";
|
|
}
|
|
else
|
|
{
|
|
Variant += ".NonOptimized";
|
|
}
|
|
}
|
|
|
|
// Create the wrapper file, which sets all the definitions needed to compile it
|
|
FileReference WrapperLocation = FileReference.Combine(Template.OutputDir, String.Format("SharedPCH.{0}{1}.h", Template.Module.Name, Variant));
|
|
FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, Template.BaseCompileEnvironment.Definitions, Template.HeaderFile);
|
|
|
|
// Create the compile environment for this PCH
|
|
CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(Template.BaseCompileEnvironment);
|
|
CompileEnvironment.Definitions.Clear();
|
|
CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create;
|
|
CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Reference;
|
|
CompileEnvironment.OutputDirectory = Template.OutputDir;
|
|
CompileEnvironment.bOptimizeCode = bOptimizeCode;
|
|
|
|
// Create the PCH
|
|
CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List<FileItem>() { WrapperFile }, "Shared", ActionGraph);
|
|
Instance = new PrecompiledHeaderInstance(WrapperFile, bOptimizeCode, Output);
|
|
Template.Instances.Add(Instance);
|
|
}
|
|
return Instance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compiles the provided CPP unity files. Will
|
|
/// </summary>
|
|
private CPPOutput CompileUnityFilesWithToolChain(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, CppCompileEnvironment ModuleCompileEnvironment, List<FileItem> SourceFiles, string ModuleName, ActionGraph ActionGraph)
|
|
{
|
|
List<FileItem> NormalFiles = new List<FileItem>();
|
|
List<FileItem> AdaptiveFiles = new List<FileItem>();
|
|
|
|
bool bAdaptiveUnityDisablesPCH = (Target.bAdaptiveUnityDisablesPCH && Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs);
|
|
|
|
if ((Target.bAdaptiveUnityDisablesOptimizations || bAdaptiveUnityDisablesPCH) && !Target.bStressTestUnity)
|
|
{
|
|
foreach (FileItem File in SourceFiles)
|
|
{
|
|
// Basic check as to whether something in this module is/isn't a unity file...
|
|
if (File.ToString().StartsWith(Unity.ModulePrefix))
|
|
{
|
|
NormalFiles.Add(File);
|
|
}
|
|
else
|
|
{
|
|
AdaptiveFiles.Add(File);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NormalFiles.AddRange(SourceFiles);
|
|
}
|
|
|
|
CPPOutput OutputFiles = new CPPOutput();
|
|
|
|
if (NormalFiles.Count > 0)
|
|
{
|
|
OutputFiles = ToolChain.CompileCPPFiles(CompileEnvironment, NormalFiles, Name, ActionGraph);
|
|
}
|
|
|
|
if (AdaptiveFiles.Count > 0)
|
|
{
|
|
// Create the new compile environment. Always turn off PCH due to different compiler settings.
|
|
CppCompileEnvironment AdaptiveUnityEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment);
|
|
if(Target.bAdaptiveUnityDisablesOptimizations)
|
|
{
|
|
AdaptiveUnityEnvironment.bOptimizeCode = false;
|
|
}
|
|
AdaptiveUnityEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.None;
|
|
Console.WriteLine("Compiling {0} without PCH", String.Join(", ", AdaptiveFiles.Select(x => x.AbsolutePath)));
|
|
// Compile the files
|
|
CPPOutput AdaptiveOutput = ToolChain.CompileCPPFiles(AdaptiveUnityEnvironment, AdaptiveFiles, Name, ActionGraph);
|
|
|
|
// Merge output
|
|
OutputFiles.ObjectFiles.AddRange(AdaptiveOutput.ObjectFiles);
|
|
OutputFiles.DebugDataFiles.AddRange(AdaptiveOutput.DebugDataFiles);
|
|
}
|
|
|
|
return OutputFiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a header file containing the module definitions, which also includes the PCH itself. Including through another file is necessary on
|
|
/// Clang, since we get warnings about #pragma once otherwise, but it also allows us to consistently define the preprocessor state on all
|
|
/// platforms.
|
|
/// </summary>
|
|
/// <param name="OutputFile">The output file to create</param>
|
|
/// <param name="Definitions">Definitions required by the PCH</param>
|
|
/// <param name="IncludedFile">The PCH file to include</param>
|
|
/// <returns>FileItem for the created file</returns>
|
|
static FileItem CreatePCHWrapperFile(FileReference OutputFile, IEnumerable<string> Definitions, FileItem IncludedFile)
|
|
{
|
|
// Build the contents of the wrapper file
|
|
StringBuilder WrapperContents = new StringBuilder();
|
|
using (StringWriter Writer = new StringWriter(WrapperContents))
|
|
{
|
|
Writer.WriteLine("// PCH for {0}", IncludedFile.AbsolutePath);
|
|
WriteDefinitions(Definitions, Writer);
|
|
Writer.WriteLine("#include \"{0}\"", IncludedFile.AbsolutePath);
|
|
}
|
|
|
|
// Create the item
|
|
FileItem WrapperFile = FileItem.CreateIntermediateTextFile(OutputFile, WrapperContents.ToString());
|
|
WrapperFile.CachedIncludePaths = IncludedFile.CachedIncludePaths;
|
|
|
|
// Touch it if the included file is newer, to make sure our timestamp dependency checking is accurate.
|
|
if (IncludedFile.LastWriteTime > WrapperFile.LastWriteTime)
|
|
{
|
|
File.SetLastWriteTimeUtc(WrapperFile.AbsolutePath, DateTime.UtcNow);
|
|
WrapperFile.ResetFileInfo();
|
|
}
|
|
return WrapperFile;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Write a list of macro definitions to an output file
|
|
/// </summary>
|
|
/// <param name="Definitions">List of definitions</param>
|
|
/// <param name="Writer">Writer to receive output</param>
|
|
static void WriteDefinitions(IEnumerable<string> Definitions, TextWriter Writer)
|
|
{
|
|
foreach(string Definition in Definitions)
|
|
{
|
|
int EqualsIdx = Definition.IndexOf('=');
|
|
if(EqualsIdx == -1)
|
|
{
|
|
Writer.WriteLine("#define {0} 1", Definition);
|
|
}
|
|
else
|
|
{
|
|
Writer.WriteLine("#define {0} {1}", Definition.Substring(0, EqualsIdx), Definition.Substring(EqualsIdx + 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
public static FileItem CachePCHUsageForModuleSourceFile(CppCompileEnvironment ModuleCompileEnvironment, FileItem CPPFile)
|
|
{
|
|
if (!CPPFile.bExists)
|
|
{
|
|
throw new BuildException("Required source file not found: " + CPPFile.AbsolutePath);
|
|
}
|
|
|
|
DateTime PCHCacheTimerStart = DateTime.UtcNow;
|
|
|
|
// Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking
|
|
// for header dependencies
|
|
CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
|
|
|
|
FileItem PCHFile = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform);
|
|
|
|
if (UnrealBuildTool.bPrintPerformanceInfo)
|
|
{
|
|
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
|
|
TotalPCHCacheTime += PCHCacheTime;
|
|
}
|
|
|
|
return PCHFile;
|
|
}
|
|
|
|
|
|
public void CachePCHUsageForModuleSourceFiles(ReadOnlyTargetRules Target, CppCompileEnvironment ModuleCompileEnvironment)
|
|
{
|
|
if(Rules == null || Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs || Rules.PrivatePCHHeaderFile != null)
|
|
{
|
|
if(InvalidIncludeDirectiveMessages == null)
|
|
{
|
|
// Find all the source files in this module
|
|
List<FileReference> ModuleFiles = SourceFileSearch.FindModuleSourceFiles(RulesFile);
|
|
|
|
// Find headers used by the source file.
|
|
Dictionary<string, FileReference> NameToHeaderFile = new Dictionary<string, FileReference>();
|
|
foreach(FileReference ModuleFile in ModuleFiles)
|
|
{
|
|
if(ModuleFile.HasExtension(".h"))
|
|
{
|
|
NameToHeaderFile[ModuleFile.GetFileNameWithoutExtension()] = ModuleFile;
|
|
}
|
|
}
|
|
|
|
// Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking for header dependencies
|
|
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles)
|
|
{
|
|
CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
|
|
}
|
|
|
|
// Find the directly included files for each source file, and make sure it includes the matching header if possible
|
|
InvalidIncludeDirectiveMessages = new List<string>();
|
|
if (Rules != null && Rules.bEnforceIWYU && Target.bEnforceIWYU)
|
|
{
|
|
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles)
|
|
{
|
|
List<DependencyInclude> DirectIncludeFilenames = ModuleCompileEnvironment.Headers.GetDirectIncludeDependencies(CPPFile, bOnlyCachedDependencies: false);
|
|
if (DirectIncludeFilenames.Count > 0)
|
|
{
|
|
string IncludeName = Path.GetFileNameWithoutExtension(DirectIncludeFilenames[0].IncludeName);
|
|
string ExpectedName = CPPFile.Reference.GetFileNameWithoutExtension();
|
|
if (String.Compare(IncludeName, ExpectedName, StringComparison.InvariantCultureIgnoreCase) != 0)
|
|
{
|
|
FileReference HeaderFile;
|
|
if (NameToHeaderFile.TryGetValue(ExpectedName, out HeaderFile) && !IgnoreMismatchedHeader(ExpectedName))
|
|
{
|
|
InvalidIncludeDirectiveMessages.Add(String.Format("{0}(1): error: Expected {1} to be first header included.", CPPFile.Reference, HeaderFile.GetFileName()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ProcessedDependencies == null)
|
|
{
|
|
DateTime PCHCacheTimerStart = DateTime.UtcNow;
|
|
|
|
bool bFoundAProblemWithPCHs = false;
|
|
|
|
FileItem UniquePCH = null;
|
|
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) // @todo ubtmake: We're not caching CPPEnvironments for .c/.mm files, etc. Even though they don't use PCHs, they still have #includes! This can break dependency checking!
|
|
{
|
|
// Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking
|
|
// for header dependencies
|
|
CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths;
|
|
|
|
// Find headers used by the source file.
|
|
FileItem PCH = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform);
|
|
if (PCH == null)
|
|
{
|
|
throw new BuildException("Source file \"{0}\" is not including any headers. We expect all modules to include a header file for precompiled header generation. Please add an #include statement.", CPPFile.AbsolutePath);
|
|
}
|
|
|
|
if (UniquePCH == null)
|
|
{
|
|
UniquePCH = PCH;
|
|
}
|
|
else if (!UniquePCH.Info.Name.Equals(PCH.Info.Name, StringComparison.InvariantCultureIgnoreCase)) // @todo ubtmake: We do a string compare on the file name (not path) here, because sometimes the include resolver will pick an Intermediate copy of a PCH header file and throw off our comparisons
|
|
{
|
|
// OK, looks like we have multiple source files including a different header file first. We'll keep track of this and print out
|
|
// helpful information afterwards.
|
|
bFoundAProblemWithPCHs = true;
|
|
}
|
|
}
|
|
|
|
ProcessedDependencies = new ProcessedDependenciesClass { UniquePCHHeaderFile = UniquePCH };
|
|
|
|
|
|
if (bFoundAProblemWithPCHs)
|
|
{
|
|
// Map from pch header string to the source files that use that PCH
|
|
Dictionary<FileReference, List<FileItem>> UsageMapPCH = new Dictionary<FileReference, List<FileItem>>();
|
|
foreach (FileItem CPPFile in SourceFilesToBuild.CPPFiles)
|
|
{
|
|
// Create a new entry if not in the pch usage map
|
|
List<FileItem> Files;
|
|
if (!UsageMapPCH.TryGetValue(CPPFile.PrecompiledHeaderIncludeFilename, out Files))
|
|
{
|
|
Files = new List<FileItem>();
|
|
UsageMapPCH.Add(CPPFile.PrecompiledHeaderIncludeFilename, Files);
|
|
}
|
|
Files.Add(CPPFile);
|
|
}
|
|
|
|
if (UnrealBuildTool.bPrintDebugInfo)
|
|
{
|
|
Log.TraceVerbose("{0} PCH files for module {1}:", UsageMapPCH.Count, Name);
|
|
int MostFilesIncluded = 0;
|
|
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH)
|
|
{
|
|
if (CurPCH.Value.Count > MostFilesIncluded)
|
|
{
|
|
MostFilesIncluded = CurPCH.Value.Count;
|
|
}
|
|
|
|
Log.TraceVerbose(" {0} ({1} files including it: {2}, ...)", CurPCH.Key, CurPCH.Value.Count, CurPCH.Value[0].AbsolutePath);
|
|
}
|
|
}
|
|
|
|
if (UsageMapPCH.Count > 1)
|
|
{
|
|
// Keep track of the PCH file that is most used within this module
|
|
FileReference MostFilesAreIncludingPCH = null;
|
|
int MostFilesIncluded = 0;
|
|
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Value.Count > MostFilesIncluded))
|
|
{
|
|
MostFilesAreIncludingPCH = CurPCH.Key;
|
|
MostFilesIncluded = CurPCH.Value.Count;
|
|
}
|
|
|
|
// Find all of the files that are not including our "best" PCH header
|
|
StringBuilder FilesNotIncludingBestPCH = new StringBuilder();
|
|
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Key != MostFilesAreIncludingPCH))
|
|
{
|
|
foreach (FileItem SourceFile in CurPCH.Value)
|
|
{
|
|
FilesNotIncludingBestPCH.AppendFormat("{0} (including {1})\n", SourceFile.AbsolutePath, CurPCH.Key);
|
|
}
|
|
}
|
|
|
|
// Bail out and let the user know which source files may need to be fixed up
|
|
throw new BuildException(
|
|
"All source files in module \"{0}\" must include the same precompiled header first. Currently \"{1}\" is included by most of the source files. The following source files are not including \"{1}\" as their first include:\n\n{2}",
|
|
Name,
|
|
MostFilesAreIncludingPCH,
|
|
FilesNotIncludingBestPCH);
|
|
}
|
|
}
|
|
|
|
if (UnrealBuildTool.bPrintPerformanceInfo)
|
|
{
|
|
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
|
|
TotalPCHCacheTime += PCHCacheTime;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool IgnoreMismatchedHeader(string ExpectedName)
|
|
{
|
|
switch(ExpectedName)
|
|
{
|
|
case "Stats2":
|
|
case "DynamicRHI":
|
|
case "RHICommandList":
|
|
case "RHIUtilities":
|
|
return true;
|
|
}
|
|
switch(Name)
|
|
{
|
|
case "D3D11RHI":
|
|
case "D3D12RHI":
|
|
case "XboxOneD3D11RHI":
|
|
case "VulkanRHI":
|
|
case "OpenGLDrv":
|
|
case "MetalRHI":
|
|
case "PS4RHI":
|
|
case "Gnmx":
|
|
case "OnlineSubsystemIOS":
|
|
case "OnlineSubsystemLive":
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determine whether optimization should be enabled for a given target
|
|
/// </summary>
|
|
/// <param name="Setting">The optimization setting from the rules file</param>
|
|
/// <param name="Configuration">The active target configuration</param>
|
|
/// <param name="bIsEngineModule">Whether the current module is an engine module</param>
|
|
/// <returns>True if optimization should be enabled</returns>
|
|
public static bool ShouldEnableOptimization(ModuleRules.CodeOptimization Setting, UnrealTargetConfiguration Configuration, bool bIsEngineModule)
|
|
{
|
|
switch(Setting)
|
|
{
|
|
case ModuleRules.CodeOptimization.Never:
|
|
return false;
|
|
case ModuleRules.CodeOptimization.Default:
|
|
case ModuleRules.CodeOptimization.InNonDebugBuilds:
|
|
return (Configuration == UnrealTargetConfiguration.Debug)? false : (Configuration != UnrealTargetConfiguration.DebugGame || bIsEngineModule);
|
|
case ModuleRules.CodeOptimization.InShippingBuildsOnly:
|
|
return (Configuration == UnrealTargetConfiguration.Shipping);
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a compile environment from a base environment based on the module settings.
|
|
/// </summary>
|
|
/// <param name="Target">Rules for the target being built</param>
|
|
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
|
|
/// <returns>The new module compile environment.</returns>
|
|
public CppCompileEnvironment CreateModuleCompileEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment BaseCompileEnvironment)
|
|
{
|
|
CppCompileEnvironment Result = new CppCompileEnvironment(BaseCompileEnvironment);
|
|
|
|
if (Binary == null)
|
|
{
|
|
// Adding this check here as otherwise the call to Binary.Config.IntermediateDirectory will give an
|
|
// unhandled exception
|
|
throw new BuildException("Module {0} is required by this target, but is not compiled into any binary. Check any references to it are correct for this configuration, and whether it can be built.", this.ToString());
|
|
}
|
|
|
|
// Check if this is an engine module
|
|
bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
|
|
|
|
// Override compile environment
|
|
Result.bFasterWithoutUnity = Rules.bFasterWithoutUnity;
|
|
Result.bOptimizeCode = ShouldEnableOptimization(Rules.OptimizeCode, Target.Configuration, bIsEngineModule);
|
|
Result.bUseRTTI = Rules.bUseRTTI || Target.bForceEnableRTTI;
|
|
Result.bUseAVX = Rules.bUseAVX;
|
|
Result.bEnableBufferSecurityChecks = Rules.bEnableBufferSecurityChecks;
|
|
Result.MinSourceFilesForUnityBuildOverride = Rules.MinSourceFilesForUnityBuildOverride;
|
|
Result.MinFilesUsingPrecompiledHeaderOverride = Rules.MinFilesUsingPrecompiledHeaderOverride;
|
|
Result.bBuildLocallyWithSNDBS = Rules.bBuildLocallyWithSNDBS;
|
|
Result.bEnableExceptions |= Rules.bEnableExceptions;
|
|
Result.bEnableShadowVariableWarnings = Rules.bEnableShadowVariableWarnings;
|
|
Result.bEnableUndefinedIdentifierWarnings = Rules.bEnableUndefinedIdentifierWarnings;
|
|
Result.bUseStaticCRT = Target.bUseStaticCRT;
|
|
Result.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
|
|
Result.PCHOutputDirectory = (Result.PCHOutputDirectory == null)? null : DirectoryReference.Combine(Result.PCHOutputDirectory, Name);
|
|
|
|
// Set the macro used to check whether monolithic headers can be used
|
|
if (bIsEngineModule && (!Rules.bEnforceIWYU || !Target.bEnforceIWYU))
|
|
{
|
|
Result.Definitions.Add("SUPPRESS_MONOLITHIC_HEADER_WARNINGS=1");
|
|
}
|
|
|
|
// Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code.
|
|
if (bIsEngineModule)
|
|
{
|
|
Result.Definitions.Add("UE_IS_ENGINE_MODULE=1");
|
|
}
|
|
else
|
|
{
|
|
Result.Definitions.Add("UE_IS_ENGINE_MODULE=0");
|
|
}
|
|
|
|
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
|
|
if (!bIsEngineModule)
|
|
{
|
|
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
|
|
{
|
|
Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
|
|
}
|
|
else
|
|
{
|
|
Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0");
|
|
}
|
|
}
|
|
|
|
// Add the module's private definitions.
|
|
Result.Definitions.AddRange(Definitions);
|
|
|
|
// Setup the compile environment for the module.
|
|
SetupPrivateCompileEnvironment(Result.IncludePaths.UserIncludePaths, Result.IncludePaths.SystemIncludePaths, Result.Definitions, Result.AdditionalFrameworks);
|
|
|
|
// @hack to skip adding definitions to compile environment, they will be baked into source code files
|
|
if (bSkipDefinitionsForCompileEnvironment)
|
|
{
|
|
Result.Definitions.Clear();
|
|
Result.IncludePaths.UserIncludePaths = new HashSet<string>(BaseCompileEnvironment.IncludePaths.UserIncludePaths);
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a compile environment for a shared PCH from a base environment based on the module settings.
|
|
/// </summary>
|
|
/// <param name="Target">The target being built</param>
|
|
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
|
|
/// <returns>The new shared PCH compile environment.</returns>
|
|
public CppCompileEnvironment CreateSharedPCHCompileEnvironment(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment)
|
|
{
|
|
CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(BaseCompileEnvironment);
|
|
|
|
// Use the default optimization setting for
|
|
bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
|
|
CompileEnvironment.bOptimizeCode = ShouldEnableOptimization(ModuleRules.CodeOptimization.Default, Target.Configuration, bIsEngineModule);
|
|
|
|
// Override compile environment
|
|
CompileEnvironment.bIsBuildingDLL = !Target.ShouldCompileMonolithic();
|
|
CompileEnvironment.bIsBuildingLibrary = false;
|
|
CompileEnvironment.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
|
|
CompileEnvironment.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
|
|
CompileEnvironment.PCHOutputDirectory = (CompileEnvironment.PCHOutputDirectory == null)? null : DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name);
|
|
|
|
// Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code.
|
|
if (bIsEngineModule)
|
|
{
|
|
CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=1");
|
|
}
|
|
else
|
|
{
|
|
CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=0");
|
|
}
|
|
|
|
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
|
|
if (!bIsEngineModule)
|
|
{
|
|
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
|
|
{
|
|
CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
|
|
}
|
|
else
|
|
{
|
|
CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0");
|
|
}
|
|
}
|
|
|
|
// Add the module's private definitions.
|
|
CompileEnvironment.Definitions.AddRange(Definitions);
|
|
|
|
// Find all the modules that are part of the public compile environment for this module.
|
|
List<UEBuildModule> Modules = new List<UEBuildModule>();
|
|
Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag = new Dictionary<UEBuildModule, bool>();
|
|
FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
|
|
|
|
// Now set up the compile environment for the modules in the original order that we encountered them
|
|
foreach (UEBuildModule Module in Modules)
|
|
{
|
|
Module.AddModuleToCompileEnvironment(null, ModuleToIncludePathsOnlyFlag[Module], CompileEnvironment.IncludePaths.UserIncludePaths, CompileEnvironment.IncludePaths.SystemIncludePaths, CompileEnvironment.Definitions, CompileEnvironment.AdditionalFrameworks);
|
|
}
|
|
return CompileEnvironment;
|
|
}
|
|
|
|
public class UHTModuleInfoCacheType
|
|
{
|
|
public UHTModuleInfoCacheType(IEnumerable<string> InHeaderFilenames, UHTModuleInfo InInfo)
|
|
{
|
|
HeaderFilenames = InHeaderFilenames;
|
|
Info = InInfo;
|
|
}
|
|
|
|
public IEnumerable<string> HeaderFilenames = null;
|
|
public UHTModuleInfo Info = null;
|
|
}
|
|
|
|
private UHTModuleInfoCacheType UHTModuleInfoCache = null;
|
|
|
|
/// Total time spent generating PCHs for modules (not actually compiling, but generating the PCH's input data)
|
|
public static double TotalPCHGenTime = 0.0;
|
|
|
|
/// Time spent caching which PCH header is included by each module and source file
|
|
public static double TotalPCHCacheTime = 0.0;
|
|
|
|
|
|
/// <summary>
|
|
/// If any of this module's source files contain UObject definitions, this will return those header files back to the caller
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public UHTModuleInfoCacheType GetCachedUHTModuleInfo(EGeneratedCodeVersion GeneratedCodeVersion)
|
|
{
|
|
if (UHTModuleInfoCache == null)
|
|
{
|
|
IEnumerable<string> HeaderFilenames = Directory.GetFiles(ModuleDirectory.FullName, "*.h", SearchOption.AllDirectories);
|
|
UHTModuleInfo Info = ExternalExecution.CreateUHTModuleInfo(HeaderFilenames, Name, ModuleDirectory, Type, GeneratedCodeVersion);
|
|
UHTModuleInfoCache = new UHTModuleInfoCacheType(Info.PublicUObjectHeaders.Concat(Info.PublicUObjectClassesHeaders).Concat(Info.PrivateUObjectHeaders).Select(x => x.AbsolutePath).ToList(), Info);
|
|
}
|
|
|
|
return UHTModuleInfoCache;
|
|
}
|
|
|
|
public override void GetAllDependencyModules(List<UEBuildModule> ReferencedModules, HashSet<UEBuildModule> IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies)
|
|
{
|
|
List<UEBuildModule> AllDependencyModules = new List<UEBuildModule>();
|
|
AllDependencyModules.AddRange(PrivateDependencyModules);
|
|
AllDependencyModules.AddRange(PublicDependencyModules);
|
|
if (bIncludeDynamicallyLoaded)
|
|
{
|
|
AllDependencyModules.AddRange(DynamicallyLoadedModules);
|
|
AllDependencyModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
|
|
}
|
|
|
|
foreach (UEBuildModule DependencyModule in AllDependencyModules)
|
|
{
|
|
if (!IgnoreReferencedModules.Contains(DependencyModule))
|
|
{
|
|
// Don't follow circular back-references!
|
|
bool bIsCircular = HasCircularDependencyOn(DependencyModule.Name);
|
|
if (bForceCircular || !bIsCircular)
|
|
{
|
|
IgnoreReferencedModules.Add(DependencyModule);
|
|
|
|
if (!bOnlyDirectDependencies)
|
|
{
|
|
// Recurse into dependent modules first
|
|
DependencyModule.GetAllDependencyModules(ReferencedModules, IgnoreReferencedModules, bIncludeDynamicallyLoaded, bForceCircular, bOnlyDirectDependencies);
|
|
}
|
|
|
|
ReferencedModules.Add(DependencyModule);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void RecursivelyAddPrecompiledModules(List<UEBuildModule> Modules)
|
|
{
|
|
if (!Modules.Contains(this))
|
|
{
|
|
Modules.Add(this);
|
|
|
|
// Get the dependent modules
|
|
List<UEBuildModule> DependentModules = new List<UEBuildModule>();
|
|
if (PrivateDependencyModules != null)
|
|
{
|
|
DependentModules.AddRange(PrivateDependencyModules);
|
|
}
|
|
if (PublicDependencyModules != null)
|
|
{
|
|
DependentModules.AddRange(PublicDependencyModules);
|
|
}
|
|
if (DynamicallyLoadedModules != null)
|
|
{
|
|
DependentModules.AddRange(DynamicallyLoadedModules);
|
|
}
|
|
if (PlatformSpecificDynamicallyLoadedModules != null)
|
|
{
|
|
DependentModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
|
|
}
|
|
|
|
// Find modules for each of them, and add their dependencies too
|
|
foreach (UEBuildModule DependentModule in DependentModules)
|
|
{
|
|
DependentModule.RecursivelyAddPrecompiledModules(Modules);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|