Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/TargetInfo.cs
josh adams 1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00

121 lines
4.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
using UnrealBuildBase;
namespace UnrealBuildTool
{
/// <summary>
/// Information about a target, passed along when creating a module descriptor
/// </summary>
public class TargetInfo
{
/// <summary>
/// Name of the target
/// </summary>
public readonly string Name;
/// <summary>
/// The platform that the target is being built for
/// </summary>
public readonly UnrealTargetPlatform Platform;
/// <summary>
/// The configuration being built
/// </summary>
public readonly UnrealTargetConfiguration Configuration;
/// <summary>
/// Architecture that the target is being built for
/// </summary>
public readonly UnrealArchitectures Architectures;
/// <summary>
/// The project containing the target
/// </summary>
public readonly FileReference? ProjectFile;
/// <summary>
/// The current build version
/// </summary>
public ReadOnlyBuildVersion Version
{
get { return ReadOnlyBuildVersion.Current; }
}
/// <summary>
/// Additional command line arguments for this target
/// </summary>
public CommandLineArguments? Arguments;
/// <summary>
/// Constructs a TargetInfo for passing to the TargetRules constructor.
/// </summary>
/// <param name="Name">Name of the target being built</param>
/// <param name="Platform">The platform that the target is being built for</param>
/// <param name="Configuration">The configuration being built</param>
/// <param name="Architectures">The architectures being built for</param>
/// <param name="ProjectFile">Path to the project file containing the target</param>
/// <param name="Arguments">Additional command line arguments for this target</param>
public TargetInfo(string Name, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, UnrealArchitectures? Architectures, FileReference? ProjectFile, CommandLineArguments? Arguments)
{
this.Name = Name;
this.Platform = Platform;
this.Configuration = Configuration;
this.ProjectFile = ProjectFile;
this.Arguments = Arguments;
if (Architectures == null)
{
this.Architectures = UnrealArchitectureConfig.ForPlatform(Platform).ActiveArchitectures(ProjectFile, Name);
}
else
{
this.Architectures = Architectures;
}
}
/// <summary>
/// Construct a TargetInfo from an archive on disk
/// </summary>
/// <param name="Reader">Archive to read from</param>
public TargetInfo(BinaryArchiveReader Reader)
{
this.Name = Reader.ReadString()!;
this.Platform = UnrealTargetPlatform.Parse(Reader.ReadString()!);
string ConfigurationStr = Reader.ReadString()!;
this.Architectures = new UnrealArchitectures(Reader.ReadArray(() => Reader.ReadString()!)!);
this.ProjectFile = Reader.ReadFileReferenceOrNull();
string[]? ArgumentStrs = Reader.ReadArray(() => Reader.ReadString()!);
if (!UnrealTargetConfiguration.TryParse(ConfigurationStr, out Configuration))
{
throw new BuildException(string.Format("The configration name {0} is not a valid configration name. Valid names are ({1})", Name,
string.Join(",", Enum.GetValues(typeof(UnrealTargetConfiguration)).Cast<UnrealTargetConfiguration>().Select(x => x.ToString()))));
}
Arguments = ArgumentStrs == null ? null : new CommandLineArguments(ArgumentStrs);
}
/// <summary>
/// Write a TargetInfo to an archive on disk
/// </summary>
/// <param name="Writer">Archive to write to</param>
public void Write(BinaryArchiveWriter Writer)
{
Writer.WriteString(Name);
Writer.WriteString(Platform.ToString());
Writer.WriteString(Configuration.ToString());
Writer.WriteArray(Architectures.Architectures.ToArray(), Item => Writer.WriteString(Item.ToString()));
Writer.WriteFileReference(ProjectFile);
Writer.WriteArray(Arguments?.GetRawArray(), Item => Writer.WriteString(Item));
}
}
}