Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/UEBuildLumin.cs
jonathan adamczewski 1f82bedc58 Removal some references to Mono
#trivial
#jira none

[CL 16171278 by jonathan adamczewski in ue5-main branch]
2021-04-30 14:34:17 -04:00

251 lines
8.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using System.Xml;
using System.Linq;
using EpicGames.Core;
using System.Text.RegularExpressions;
#nullable disable
namespace UnrealBuildTool
{
/// <summary>
/// Lumin-specific target settings
/// </summary>
public partial class LuminTargetRules
{
/// <summary>
/// Lists GPU Architectures that you want to build (mostly used for mobile etc.)
/// </summary>
[CommandLine("-GPUArchitectures=", ListSeparator = '+')]
public List<string> GPUArchitectures = new List<string>();
/// <summary>
/// If -distribution was passed on the commandline, this build is for distribution.
/// </summary>
[CommandLine("-distribution")]
public bool bForDistribution = false;
}
/// <summary>
/// Read-only wrapper for Android-specific target settings
/// </summary>
public partial class ReadOnlyLuminTargetRules
{
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#pragma warning disable CS1591
public IReadOnlyList<string> GPUArchitectures
{
get { return Inner.GPUArchitectures.AsReadOnly(); }
}
public bool bForDistribution
{
get { return Inner.bForDistribution; }
}
#pragma warning restore CS1591
#endregion
}
class LuminPlatform : AndroidPlatform
{
public LuminPlatform(UEBuildPlatformSDK InSDK)
: base(UnrealTargetPlatform.Lumin, InSDK)
{
}
public override bool CanUseXGE()
{
return true;
}
public override bool HasSpecificDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectPath, UnrealTargetPlatform.Lumin);
bool bUseVulkan = true;
Ini.GetBool("/Script/LuminRuntimeSettings.LuminRuntimeSettings", "bUseVulkan", out bUseVulkan);
List<string> ConfigBoolKeys = new List<string>();
if (!bUseVulkan)
{
ConfigBoolKeys.Add("bUseMobileRendering");
}
// look up Android specific settings
if (!DoProjectSettingsMatchDefault(UnrealTargetPlatform.Lumin, ProjectPath, "/Script/LuminRuntimeSettings.LuminRuntimeSettings", ConfigBoolKeys.ToArray(), null, null))
{
return false;
}
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
// don't do any target platform stuff if SDK is not available
if (!UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target))
{
return;
}
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac) || (Target.Platform == UnrealTargetPlatform.Linux))
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (Target.bBuildDeveloperTools)
{
Rules.DynamicallyLoadedModuleNames.Add("LuminTargetPlatform");
}
}
else if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatASTC");
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("LuminTargetPlatform");
}
}
}
}
public override void AddExtraModules(ReadOnlyTargetRules Target, List<string> PlatformExtraModules)
{
// PlatformExtraModules.Add("VulkanRHI");
PlatformExtraModules.Add("MagicLeapAudio");
PlatformExtraModules.Add("MagicLeapAudioCapture");
// Hack: GoogleOboe is an explicit dependency of AudioCaptureAndroid, which is built when you compile for Lumin with the -allmodules flag.
// Doing this suppresses a warning that GoogleOboe isn't supported for Lumin, even though it is.
if(Target.bBuildAllModules)
{
PlatformExtraModules.Add("GoogleOboe");
}
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
// may need to put some stuff in here to keep Lumin out of other module .cs files
}
public override void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
CompileEnvironment.Definitions.Add("PLATFORM_LUMIN=1");
CompileEnvironment.Definitions.Add("USE_ANDROID_JNI=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_AUDIO=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_FILE=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_INPUT=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_LAUNCH=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_EVENTS=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_OPENGL=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
DirectoryReference MLSDKDir = new DirectoryReference(Environment.GetEnvironmentVariable("MLSDK"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "lumin/stl/libc++-8/include"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "include"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "tools/toolchains/llvm-8/sysroot/usr/include"));
LinkEnvironment.SystemLibraryPaths.Add(DirectoryReference.Combine(MLSDKDir, "lib/lumin"));
LinkEnvironment.SystemLibraryPaths.Add(DirectoryReference.Combine(MLSDKDir, "lumin/stl/libc++-8/lib"));
LinkEnvironment.SystemLibraries.Add("GLESv3");
LinkEnvironment.SystemLibraries.Add("EGL");
LinkEnvironment.SystemLibraries.Add("ml_lifecycle");
LinkEnvironment.SystemLibraries.Add("ml_ext_logging");
LinkEnvironment.SystemLibraries.Add("ml_dispatch");
//LinkEnvironment.SystemLibraries.Add("android_support");
}
public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
{
// Don't create debug info for shipping distribution builds
if (Target.Configuration == UnrealTargetConfiguration.Shipping && Target.LuminPlatform.bForDistribution)
{
return false;
}
return base.ShouldCreateDebugInfo(Target);
}
public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
{
bool bUseLdGold = Target.bUseUnityBuild;
return new LuminToolChain(Target.ProjectFile, false, null, Target.LuminPlatform.GPUArchitectures, true);
}
public override UEToolChain CreateTempToolChainForProject(FileReference ProjectFile)
{
return new LuminToolChain(ProjectFile);
}
/// <summary>
/// Deploys the given target
/// </summary>
/// <param name="Receipt">Receipt for the target being deployed</param>
public override void Deploy(TargetReceipt Receipt)
{
new UEDeployLumin(Receipt.ProjectFile).PrepTargetForDeployment(Receipt);
}
public override void ValidateTarget(TargetRules Target)
{
base.ValidateTarget(Target);
// #todo: ICU is crashing on startup, this is a workaround
Target.bCompileICU = true;
}
}
class LuminPlatformFactory : UEBuildPlatformFactory
{
public override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Lumin; }
}
public override void RegisterBuildPlatforms()
{
LuminPlatformSDK SDK = new LuminPlatformSDK();
// Register this build platform
UEBuildPlatform.RegisterBuildPlatform(new LuminPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Lumin, UnrealPlatformGroup.Android);
}
}
}