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