Files
UnrealEngineUWP/Engine/Source/Programs/ShaderCompileWorker/ShaderCompileWorker.Target.cs
christopher waters 22de0b360d Adding a "deprecation" path for engine includes to allow types to be moved without breaking licensee module builds.
- Non-engine modules/targets will have to specify the "version" of includes via IncludeOrderVersion in TargetRules or ModuleRules.
- This setting will control the value of UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX where XXX is the version of the engine.
- When moving types out of a header, users will need to include the new location of the type in the header it was removed from but only if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX is set.
- If a target does not change its IncludeOrderVersion to the latest version, UBT will print out a message telling users how to upgrade.
- This change introduces a new set of SharedPCH permutations to make sure modules with older versions get the PCH with UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX set correctly.

#jira none
#rb jonathan.adamczewski, joe.kirchoff
#preflight 623e1d3d196f3ae80b4c37ee

[CL 19518359 by christopher waters in ue5-main branch]
2022-03-25 16:16:30 -04:00

67 lines
2.7 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms(UnrealPlatformClass.Editor)]
public class ShaderCompileWorkerTarget : TargetRules
{
public ShaderCompileWorkerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
LaunchModuleName = "ShaderCompileWorker";
if (bUseXGEController && (Target.Platform == UnrealTargetPlatform.Win64) && Configuration == UnrealTargetConfiguration.Development)
{
// The interception interface in XGE requires that the parent and child processes have different filenames on disk.
// To avoid building an entire separate worker just for this, we duplicate the ShaderCompileWorker in a post build step.
const string SrcPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\ShaderCompileWorker.exe";
const string DestPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\XGEControlWorker.exe";
PostBuildSteps.Add(string.Format("echo Copying {0} to {1}", SrcPath, DestPath));
PostBuildSteps.Add(string.Format("copy /Y /B \"{0}\" /B \"{1}\" >nul:", SrcPath, DestPath));
AdditionalBuildProducts.Add(DestPath);
}
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
bBuildDeveloperTools = false;
// ShaderCompileWorker isn't localized, so doesn't need ICU
bCompileICU = false;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = false;
bBuildWithEditorOnlyData = true;
bCompileCEF3 = false;
// Never use malloc profiling in ShaderCompileWorker.
bUseMallocProfiler = false;
// Force all shader formats to be built and included.
bForceBuildShaderFormats = true;
// ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
// Disable logging, as the workers are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
// Disable external profiling in ShaderCompiler to improve startup time
GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
// This removes another thread being created even when -nocrashreports is specified
GlobalDefinitions.Add("NOINITCRASHREPORTER=1");
}
}