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176 lines
7.4 KiB
C#
176 lines
7.4 KiB
C#
// Copyright 1998-2014 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.Text;
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using System.IO;
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using System.Diagnostics;
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namespace UnrealBuildTool
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{
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public class Unity
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{
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/// <summary>
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/// Given a set of C++ files, generates another set of C++ files that #include all the original
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/// files, the goal being to compile the same code in fewer translation units.
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/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
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/// </summary>
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/// <param name="CPPFiles">The C++ files to #include.</param>
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/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
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/// <param name="BaseName">Base name to use for the Unity files</param>
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/// <returns>The "unity" C++ files.</returns>
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public static List<FileItem> GenerateUnityCPPs(
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List<FileItem> CPPFiles,
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CPPEnvironment CompileEnvironment,
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string BaseName
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)
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{
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UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.TargetPlatform);
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// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
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long TotalBytesInCPPFiles = 0;
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foreach( FileItem CPPFile in CPPFiles )
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{
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TotalBytesInCPPFiles += CPPFile.Info.Length;
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}
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// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
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// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
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// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
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bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity;
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if( (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2)
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// Optimization only makes sense if PCH files are enabled.
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&& CompileEnvironment.ShouldUsePCHs() )
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{
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bForceIntoSingleUnityFile = true;
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}
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// Figure out how many unity files there are going to be total.
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int NumUnityFiles = 0;
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int InputFileIndex = 0;
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while (InputFileIndex < CPPFiles.Count)
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{
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long NumIncludedBytesInThisOutputFile = 0;
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//@warning: this condition is mirrored below
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while( InputFileIndex < CPPFiles.Count &&
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(bForceIntoSingleUnityFile ||
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NumIncludedBytesInThisOutputFile < BuildConfiguration.NumIncludedBytesPerUnityCPP))
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{
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bool ForceAlone = CPPFiles[InputFileIndex].AbsolutePath.Contains(".GeneratedWrapper.");
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if (ForceAlone && !bForceIntoSingleUnityFile && NumIncludedBytesInThisOutputFile > 0)
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{
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break;
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}
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NumIncludedBytesInThisOutputFile += CPPFiles[InputFileIndex].Info.Length;
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InputFileIndex++;
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if (ForceAlone && !bForceIntoSingleUnityFile)
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{
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break;
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}
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}
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NumUnityFiles++;
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}
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// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
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// actions to compile them.
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InputFileIndex = 0;
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int CurrentUnityFileCount = 1;
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List<FileItem> UnityCPPFiles = new List<FileItem>();
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var ToolChain = UEToolChain.GetPlatformToolChain(CompileEnvironment.Config.TargetPlatform);
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string PCHHeaderNameInCode = CPPFiles[0].PCHHeaderNameInCode;
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if( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null )
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{
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PCHHeaderNameInCode = ToolChain.ConvertPath( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename );
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// Generated unity .cpp files always include the PCH using an absolute path, so we need to update
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// our compile environment's PCH header name to use this instead of the text it pulled from the original
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// C++ source files
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CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
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}
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while (InputFileIndex < CPPFiles.Count)
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{
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StringWriter OutputUnityCPPWriter = new StringWriter();
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StringWriter OutputUnityCPPWriterExtra = null;
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// add an extra file for UBT to get the #include dependencies from
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if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
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{
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OutputUnityCPPWriterExtra = new StringWriter();
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}
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OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
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// Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
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// that was used to create the PCH.
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if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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}
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}
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// Add source files to the unity file until the number of included bytes crosses a threshold.
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long NumIncludedBytesInThisOutputFile = 0;
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var NumInputFilesInThisOutputFile = 0;
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string FileDescription = "";
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//@warning: this condition is mirrored above
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while( InputFileIndex < CPPFiles.Count &&
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(bForceIntoSingleUnityFile ||
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NumIncludedBytesInThisOutputFile < BuildConfiguration.NumIncludedBytesPerUnityCPP))
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{
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bool ForceAlone = CPPFiles[InputFileIndex].AbsolutePath.Contains(".GeneratedWrapper.");
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if (ForceAlone && !bForceIntoSingleUnityFile && NumIncludedBytesInThisOutputFile > 0)
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{
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break;
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}
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FileItem CPPFile = CPPFiles[InputFileIndex];
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", ToolChain.ConvertPath(CPPFile.AbsolutePath));
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath);
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}
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NumIncludedBytesInThisOutputFile += CPPFile.Info.Length;
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InputFileIndex++;
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NumInputFilesInThisOutputFile++;
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FileDescription += Path.GetFileName(CPPFile.AbsolutePath) + " + ";
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if (ForceAlone && !bForceIntoSingleUnityFile)
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{
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break;
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}
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}
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// Remove trailing " + "
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FileDescription = FileDescription.Remove( FileDescription.Length - 3);
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// Write the unity file to the intermediate folder.
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string ProgressString = "." + CurrentUnityFileCount.ToString() + "_of_" + NumUnityFiles.ToString();
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string UnityCPPFilePath = Path.Combine(
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CompileEnvironment.Config.OutputDirectory,
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string.Format("Module.{0}{1}.cpp",
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BaseName,
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NumUnityFiles > 1 ? ProgressString : ""
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)
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);
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CurrentUnityFileCount++;
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FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
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UnityCPPFile.RelativeCost = NumIncludedBytesInThisOutputFile;
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UnityCPPFile.Description = FileDescription;
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UnityCPPFile.PCHHeaderNameInCode = PCHHeaderNameInCode;
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UnityCPPFiles.Add(UnityCPPFile);
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// write out the extra file
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if (OutputUnityCPPWriterExtra != null)
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{
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FileItem.CreateIntermediateTextFile(UnityCPPFilePath + ".ex", OutputUnityCPPWriterExtra.ToString());
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}
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}
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return UnityCPPFiles;
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}
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}
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}
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