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