Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/ToolChain/ISPCToolChain.cs
evgenii babinets ee082b584b Edigrating UE5 changes 18366467, 18372903, 19797267 to enable ISPC support on XSX and XB1.
#rb jeff.newquist
#preflight 629a5c739019199ebc96f0c2

#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 20492059 via CL 20492633 via CL 20492693 via CL 20492743
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)

[CL 20495733 by evgenii babinets in ue5-main branch]
2022-06-03 19:17:37 -04:00

697 lines
24 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
namespace UnrealBuildTool
{
abstract class ISPCToolChain : UEToolChain
{
public ISPCToolChain(ILogger InLogger) : base(InLogger)
{
}
/// <summary>
/// Get CPU Instruction set targets for ISPC.
/// </summary>
/// <param name="Platform">Which OS platform to target.</param>
/// <param name="Arch">Which architecture inside an OS platform to target. Only used for Android currently.</param>
/// <returns>List of instruction set targets passed to ISPC compiler</returns>
public virtual List<string> GetISPCCompileTargets(UnrealTargetPlatform Platform, string? Arch)
{
List<string> ISPCTargets = new List<string>();
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows) ||
(UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Unix) && Platform != UnrealTargetPlatform.LinuxArm64) ||
Platform == UnrealTargetPlatform.Mac)
{
ISPCTargets.AddRange(new string[] { "avx512skx-i32x8", "avx2", "avx", "sse4", "sse2" });
}
else if (Platform == UnrealTargetPlatform.LinuxArm64)
{
ISPCTargets.AddRange(new string[] { "neon" });
}
else if (Platform == UnrealTargetPlatform.Android)
{
switch (Arch)
{
case "-armv7": ISPCTargets.Add("neon"); break; // Assumes NEON is in use
case "-arm64": ISPCTargets.Add("neon"); break;
case "-x86": ISPCTargets.AddRange(new string[] { "sse4", "sse2" }); break;
case "-x64": ISPCTargets.AddRange(new string[] { "sse4", "sse2" }); break;
default: Logger.LogWarning("Invalid Android architecture for ISPC. At least one architecture (armv7, x86, etc) needs to be selected in the project settings to build"); break;
}
}
else
{
Logger.LogWarning("Unsupported ISPC platform target!");
}
return ISPCTargets;
}
/// <summary>
/// Get OS target for ISPC.
/// </summary>
/// <param name="Platform">Which OS platform to target.</param>
/// <returns>OS string passed to ISPC compiler</returns>
public virtual string GetISPCOSTarget(UnrealTargetPlatform Platform)
{
string ISPCOS = "";
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows))
{
ISPCOS += "windows";
}
else if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Unix))
{
ISPCOS += "linux";
}
else if (Platform == UnrealTargetPlatform.Android)
{
ISPCOS += "android";
}
else if (Platform == UnrealTargetPlatform.Mac)
{
ISPCOS += "macos";
}
else
{
Logger.LogWarning("Unsupported ISPC platform target!");
}
return ISPCOS;
}
/// <summary>
/// Get CPU architecture target for ISPC.
/// </summary>
/// <param name="Platform">Which OS platform to target.</param>
/// <param name="Arch">Which architecture inside an OS platform to target. Only used for Android currently.</param>
/// <returns>Arch string passed to ISPC compiler</returns>
public virtual string GetISPCArchTarget(UnrealTargetPlatform Platform, string? Arch)
{
string ISPCArch = "";
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows) ||
(UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Unix) && Platform != UnrealTargetPlatform.LinuxArm64) ||
Platform == UnrealTargetPlatform.Mac)
{
ISPCArch += "x86-64";
}
else if (Platform == UnrealTargetPlatform.LinuxArm64)
{
ISPCArch += "aarch64";
}
else if (Platform == UnrealTargetPlatform.Android)
{
switch (Arch)
{
case "-armv7": ISPCArch += "arm"; break; // Assumes NEON is in use
case "-arm64": ISPCArch += "aarch64"; break;
case "-x86": ISPCArch += "x86"; break;
case "-x64": ISPCArch += "x86-64"; break;
default: Logger.LogWarning("Invalid Android architecture for ISPC. At least one architecture (armv7, x86, etc) needs to be selected in the project settings to build"); break;
}
}
else
{
Logger.LogWarning("Unsupported ISPC platform target!");
}
return ISPCArch;
}
/// <summary>
/// Get CPU target for ISPC.
/// </summary>
/// <param name="Platform">Which OS platform to target.</param>
/// <returns>CPU string passed to ISPC compiler</returns>
public virtual string? GetISPCCpuTarget(UnrealTargetPlatform Platform)
{
return null; // no specific CPU selected
}
/// <summary>
/// Get host compiler path for ISPC.
/// </summary>
/// <param name="Platform">Which OS build platform is running on.</param>
/// <returns>Path to ISPC compiler</returns>
public virtual string GetISPCHostCompilerPath(UnrealTargetPlatform Platform)
{
string ISPCCompilerPathCommon = Path.Combine(Unreal.EngineSourceDirectory.FullName, "ThirdParty", "Intel", "ISPC", "bin");
string ISPCArchitecturePath = "";
string ExeExtension = ".exe";
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows))
{
ISPCArchitecturePath = "Windows";
}
else if (Platform == UnrealTargetPlatform.Linux)
{
ISPCArchitecturePath = "Linux";
ExeExtension = "";
}
else if (Platform == UnrealTargetPlatform.Mac)
{
ISPCArchitecturePath = "Mac";
ExeExtension = "";
}
else
{
Logger.LogWarning("Unsupported ISPC host!");
}
return Path.Combine(ISPCCompilerPathCommon, ISPCArchitecturePath, "ispc" + ExeExtension);
}
static Dictionary<UnrealTargetPlatform, string> ISPCCompilerVersions = new Dictionary<UnrealTargetPlatform, string>();
/// <summary>
/// Returns the version of the ISPC compiler for the specified platform. If GetISPCHostCompilerPath() doesn't return a valid path
/// this will return a -1 version.
/// </summary>
/// <param name="Platform">Which OS build platform is running on.</param>
/// <returns>Version reported by the ISPC compilerr</returns>
public virtual string GetISPCHostCompilerVersion(UnrealTargetPlatform Platform)
{
if (!ISPCCompilerVersions.ContainsKey(Platform))
{
Version? CompilerVersion = null;
string CompilerPath = GetISPCHostCompilerPath(Platform);
if (!File.Exists(CompilerPath))
{
Logger.LogWarning("No ISPC compiler at {CompilerPath}", CompilerPath);
CompilerVersion = new Version(-1, -1);
}
ISPCCompilerVersions[Platform] = RunToolAndCaptureOutput(new FileReference(CompilerPath), "--version", "(.*)")!;
}
return ISPCCompilerVersions[Platform];
}
/// <summary>
/// Get object file format for ISPC.
/// </summary>
/// <param name="Platform">Which OS build platform is running on.</param>
/// <returns>Object file suffix</returns>
public virtual string GetISPCObjectFileFormat(UnrealTargetPlatform Platform)
{
string Format = "";
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows))
{
Format += "obj";
}
else if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Unix) ||
Platform == UnrealTargetPlatform.Mac ||
Platform == UnrealTargetPlatform.Android)
{
Format += "obj";
}
else
{
Logger.LogWarning("Unsupported ISPC platform target!");
}
return Format;
}
/// <summary>
/// Get object file suffix for ISPC.
/// </summary>
/// <param name="Platform">Which OS build platform is running on.</param>
/// <returns>Object file suffix</returns>
public virtual string GetISPCObjectFileSuffix(UnrealTargetPlatform Platform)
{
string Suffix = "";
if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Windows))
{
Suffix += ".obj";
}
else if (UEBuildPlatform.IsPlatformInGroup(Platform, UnrealPlatformGroup.Unix) ||
Platform == UnrealTargetPlatform.Mac ||
Platform == UnrealTargetPlatform.Android)
{
Suffix += ".o";
}
else
{
Logger.LogWarning("Unsupported ISPC platform target!");
}
return Suffix;
}
private string EscapeDefinitionForISPC(string Definition)
{
// See: https://github.com/ispc/ispc/blob/4ee767560cd752eaf464c124eb7ef1b0fd37f1df/src/main.cpp#L264 for ispc's argument parsing code, which does the following (and does not support escaping):
// Argument Parses as
// "abc""def" One agrument: abcdef
// "'abc'" One argument: 'abc'
// -D"X="Y Z"" Two arguments: -DX=Y and Z
// -D'X="Y Z"' One argument: -DX="Y Z" (i.e. with quotes in value)
// -DX="Y Z" One argument: -DX=Y Z (this is what we want on the command line)
// Assumes that quotes at the start and end of the value string mean that everything between them should be passed on unchanged.
int DoubleQuoteCount = Definition.Count(c => c == '"');
bool bHasSingleQuote = Definition.Contains('\'');
bool bHasSpace = Definition.Contains(' ');
string Escaped = Definition;
if (DoubleQuoteCount > 0 || bHasSingleQuote || bHasSpace)
{
int EqualsIndex = Definition.IndexOf('=');
string Name = Definition[0..EqualsIndex];
string Value = Definition[(EqualsIndex + 1)..];
string UnquotedValue = Value;
// remove one layer of quoting, if present
if (Value.StartsWith('"') && Value.EndsWith('"') && Value.Length != 1)
{
UnquotedValue = Value[1..^1];
DoubleQuoteCount -= 2;
}
if (DoubleQuoteCount == 0 && (bHasSingleQuote || bHasSpace))
{
Escaped = $"{Name}=\"{UnquotedValue}\"";
}
else if (!bHasSingleQuote && (bHasSpace || DoubleQuoteCount > 0))
{
// If there are no single quotes, we can use them to quote the value string
Escaped = $"{Name}='{UnquotedValue}'";
}
else
{
// Treat all special chars in the value string as needing explicit extra quoting. Thoroughly clumsy.
StringBuilder Requoted = new StringBuilder();
foreach (char c in UnquotedValue)
{
if (c == '"')
{
Requoted.Append("'\"'");
}
else if (c == '\'')
{
Requoted.Append("\"'\"");
}
else if (c == ' ')
{
Requoted.Append("\" \"");
}
else
{
Requoted.Append(c);
}
}
Escaped = $"{Name}={Requoted}";
}
}
return Escaped;
}
/// <summary>
/// Normalize a path for use in a command line, making it relative to Engine/Source if under the root directory
/// </summary>
/// <param name="Reference">The FileSystemReference to normalize</param>
/// <returns>Normalized path as a string</returns>
protected static string NormalizeCommandLinePath(FileSystemReference Reference)
{
// Try to use a relative path to shorten command line length.
if (Reference.IsUnderDirectory(Unreal.RootDirectory))
{
return Reference.MakeRelativeTo(Unreal.EngineSourceDirectory).Replace("\\", "/");
}
return Reference.FullName.Replace("\\", "/");
}
/// <summary>
/// Normalize a path for use in a command line, making it relative if under the Root Directory
/// </summary>
/// <param name="Item">The FileItem to normalize</param>
/// <returns>Normalized path as a string</returns>
protected static string NormalizeCommandLinePath(FileItem Item)
{
return NormalizeCommandLinePath(Item.Location);
}
public override CPPOutput GenerateISPCHeaders(CppCompileEnvironment CompileEnvironment, List<FileItem> InputFiles, DirectoryReference OutputDir, IActionGraphBuilder Graph)
{
CPPOutput Result = new CPPOutput();
if (!CompileEnvironment.bCompileISPC)
{
return Result;
}
List<string> CompileTargets = GetISPCCompileTargets(CompileEnvironment.Platform, null);
List<string> GlobalArguments = new List<string>();
// Build target string. No comma on last
string TargetString = "";
foreach (string Target in CompileTargets)
{
if (Target == CompileTargets[CompileTargets.Count - 1]) // .Last()
{
TargetString += Target;
}
else
{
TargetString += Target + ",";
}
}
// Build target triplet
GlobalArguments.Add($"--target-os={GetISPCOSTarget(CompileEnvironment.Platform)}");
GlobalArguments.Add($"--arch={GetISPCArchTarget(CompileEnvironment.Platform, null)}");
GlobalArguments.Add($"--target={TargetString}");
GlobalArguments.Add($"--emit-{GetISPCObjectFileFormat(CompileEnvironment.Platform)}");
string? CpuTarget = GetISPCCpuTarget(CompileEnvironment.Platform);
if (!String.IsNullOrEmpty(CpuTarget))
{
GlobalArguments.Add($"--cpu={CpuTarget}");
}
// PIC is needed for modular builds except on Microsoft platforms
if ((CompileEnvironment.bIsBuildingDLL ||
CompileEnvironment.bIsBuildingLibrary) &&
!UEBuildPlatform.IsPlatformInGroup(CompileEnvironment.Platform, UnrealPlatformGroup.Microsoft))
{
GlobalArguments.Add("--pic");
}
// Include paths. Don't use AddIncludePath() here, since it uses the full path and exceeds the max command line length.
// Because ISPC response files don't support white space in arguments, paths with white space need to be passed to the command line directly.
foreach (DirectoryReference IncludePath in CompileEnvironment.UserIncludePaths)
{
GlobalArguments.Add($"-I\"{NormalizeCommandLinePath(IncludePath)}\"");
}
// System include paths.
foreach (DirectoryReference SystemIncludePath in CompileEnvironment.SystemIncludePaths)
{
GlobalArguments.Add($"-I\"{NormalizeCommandLinePath(SystemIncludePath)}\"");
}
// Preprocessor definitions.
foreach (string Definition in CompileEnvironment.Definitions)
{
// TODO: Causes ISPC compiler to generate a spurious warning about the universal character set
if (!Definition.Contains("\\\\U") && !Definition.Contains("\\\\u"))
{
GlobalArguments.Add($"-D{EscapeDefinitionForISPC(Definition)}");
}
}
foreach (FileItem ISPCFile in InputFiles)
{
Action CompileAction = Graph.CreateAction(ActionType.Compile);
CompileAction.CommandDescription = "Compile";
CompileAction.WorkingDirectory = Unreal.EngineSourceDirectory;
CompileAction.CommandPath = new FileReference(GetISPCHostCompilerPath(BuildHostPlatform.Current.Platform));
CompileAction.StatusDescription = Path.GetFileName(ISPCFile.AbsolutePath);
// Disable remote execution to workaround mismatched case on XGE
CompileAction.bCanExecuteRemotely = false;
List<string> Arguments = new List<string>();
// Add the ISPC obj file as a prerequisite of the action.
Arguments.Add($"\"{NormalizeCommandLinePath(ISPCFile)}\"");
// Add the ISPC h file to the produced item list.
FileItem ISPCIncludeHeaderFile = FileItem.GetItemByFileReference(
FileReference.Combine(
OutputDir,
Path.GetFileName(ISPCFile.AbsolutePath) + ".generated.dummy.h"
)
);
// Add the ISPC file to be compiled.
Arguments.Add($"-h \"{NormalizeCommandLinePath(ISPCIncludeHeaderFile)}\"");
// Generate the included header dependency list
if (CompileEnvironment.bGenerateDependenciesFile)
{
FileItem DependencyListFile = FileItem.GetItemByFileReference(FileReference.Combine(OutputDir, Path.GetFileName(ISPCFile.AbsolutePath) + ".txt"));
Arguments.Add($"-MMM \"{NormalizeCommandLinePath(DependencyListFile)}\"");
CompileAction.DependencyListFile = DependencyListFile;
CompileAction.ProducedItems.Add(DependencyListFile);
}
Arguments.AddRange(GlobalArguments);
CompileAction.ProducedItems.Add(ISPCIncludeHeaderFile);
FileReference ResponseFileName = new FileReference(ISPCIncludeHeaderFile.AbsolutePath + ".response");
FileItem ResponseFileItem = Graph.CreateIntermediateTextFile(ResponseFileName, Arguments.Select(x => Utils.ExpandVariables(x)));
CompileAction.CommandArguments = $"@\"{NormalizeCommandLinePath(ResponseFileName)}\"";
CompileAction.PrerequisiteItems.Add(ResponseFileItem);
// Add the source file and its included files to the prerequisite item list.
CompileAction.PrerequisiteItems.Add(ISPCFile);
FileItem ISPCFinalHeaderFile = FileItem.GetItemByFileReference(
FileReference.Combine(
OutputDir,
Path.GetFileName(ISPCFile.AbsolutePath) + ".generated.h"
)
);
// Fix interrupted build issue by copying header after generation completes
FileReference SourceFile = ISPCIncludeHeaderFile.Location;
FileReference TargetFile = ISPCFinalHeaderFile.Location;
FileItem SourceFileItem = FileItem.GetItemByFileReference(SourceFile);
FileItem TargetFileItem = FileItem.GetItemByFileReference(TargetFile);
Action CopyAction = Graph.CreateAction(ActionType.BuildProject);
CopyAction.CommandDescription = "Copy";
CopyAction.CommandPath = BuildHostPlatform.Current.Shell;
if (BuildHostPlatform.Current.ShellType == ShellType.Cmd)
{
CopyAction.CommandArguments = $"/C \"copy /Y \"{SourceFile}\" \"{TargetFile}\" 1>nul\"";
}
else
{
CopyAction.CommandArguments = $"-c 'cp -f \"\"{SourceFile}\"\" \"\"{TargetFile}\"'";
}
CopyAction.WorkingDirectory = Unreal.EngineSourceDirectory;
CopyAction.PrerequisiteItems.Add(SourceFileItem);
CopyAction.ProducedItems.Add(TargetFileItem);
CopyAction.StatusDescription = TargetFileItem.Location.GetFileName();
CopyAction.bCanExecuteRemotely = false;
CopyAction.bShouldOutputStatusDescription = false;
Result.GeneratedHeaderFiles.Add(TargetFileItem);
Logger.LogDebug(" ISPC Generating Header {StatusDescription}: \"{CommandPath}\" {CommandArguments}", CompileAction.StatusDescription, CompileAction.CommandPath, CompileAction.CommandArguments);
}
return Result;
}
public override CPPOutput CompileISPCFiles(CppCompileEnvironment CompileEnvironment, List<FileItem> InputFiles, DirectoryReference OutputDir, IActionGraphBuilder Graph)
{
CPPOutput Result = new CPPOutput();
if (!CompileEnvironment.bCompileISPC)
{
return Result;
}
List<string> CompileTargets = GetISPCCompileTargets(CompileEnvironment.Platform, null);
List<string> GlobalArguments = new List<string>();
// Build target string. No comma on last
string TargetString = "";
foreach (string Target in CompileTargets)
{
if (Target == CompileTargets[CompileTargets.Count - 1]) // .Last()
{
TargetString += Target;
}
else
{
TargetString += Target + ",";
}
}
// Build target triplet
GlobalArguments.Add($"--target-os={GetISPCOSTarget(CompileEnvironment.Platform)}");
GlobalArguments.Add($"--arch={GetISPCArchTarget(CompileEnvironment.Platform, null)}");
GlobalArguments.Add($"--target={TargetString}");
GlobalArguments.Add($"--emit-{GetISPCObjectFileFormat(CompileEnvironment.Platform)}");
if (CompileEnvironment.Configuration == CppConfiguration.Debug)
{
if (CompileEnvironment.Platform == UnrealTargetPlatform.Mac)
{
// Turn off debug symbols on Mac due to dsym generation issue
GlobalArguments.Add("-O0");
// Ideally we would be able to turn on symbols and specify the dwarf version, but that does
// does not seem to be working currently, ie:
// GlobalArguments.Add("-g -O0 --dwarf-version=2");
}
else
{
GlobalArguments.Add("-g -O0");
}
}
else
{
GlobalArguments.Add("-O2");
}
// PIC is needed for modular builds except on Microsoft platforms
if ((CompileEnvironment.bIsBuildingDLL ||
CompileEnvironment.bIsBuildingLibrary) &&
!UEBuildPlatform.IsPlatformInGroup(CompileEnvironment.Platform, UnrealPlatformGroup.Microsoft))
{
GlobalArguments.Add("--pic");
}
// Include paths. Don't use AddIncludePath() here, since it uses the full path and exceeds the max command line length.
foreach (DirectoryReference IncludePath in CompileEnvironment.UserIncludePaths)
{
GlobalArguments.Add($"-I\"{NormalizeCommandLinePath(IncludePath)}\"");
}
// System include paths.
foreach (DirectoryReference SystemIncludePath in CompileEnvironment.SystemIncludePaths)
{
GlobalArguments.Add($"-I\"{NormalizeCommandLinePath(SystemIncludePath)}\"");
}
// Preprocessor definitions.
foreach (string Definition in CompileEnvironment.Definitions)
{
// TODO: Causes ISPC compiler to generate a spurious warning about the universal character set
if (!Definition.Contains("\\\\U") && !Definition.Contains("\\\\u"))
{
GlobalArguments.Add($"-D{EscapeDefinitionForISPC(Definition)}");
}
}
foreach (FileItem ISPCFile in InputFiles)
{
Action CompileAction = Graph.CreateAction(ActionType.Compile);
CompileAction.CommandDescription = "Compile";
CompileAction.WorkingDirectory = Unreal.EngineSourceDirectory;
CompileAction.CommandPath = new FileReference(GetISPCHostCompilerPath(BuildHostPlatform.Current.Platform));
CompileAction.StatusDescription = Path.GetFileName(ISPCFile.AbsolutePath);
// Disable remote execution to workaround mismatched case on XGE
CompileAction.bCanExecuteRemotely = false;
List<string> Arguments = new List<string>();
// Add the ISPC file to be compiled.
Arguments.Add($"\"{NormalizeCommandLinePath(ISPCFile)}\"");
List<FileItem> CompiledISPCObjFiles = new List<FileItem>();
foreach (string Target in CompileTargets)
{
string ObjTarget = Target;
if (Target.Contains("-"))
{
// Remove lane width and gang size from obj file name
ObjTarget = Target.Split('-')[0];
}
FileItem CompiledISPCObjFile;
if (CompileTargets.Count > 1)
{
CompiledISPCObjFile = FileItem.GetItemByFileReference(
FileReference.Combine(
OutputDir,
Path.GetFileName(ISPCFile.AbsolutePath) + "_" + ObjTarget + GetISPCObjectFileSuffix(CompileEnvironment.Platform)
)
);
}
else
{
CompiledISPCObjFile = FileItem.GetItemByFileReference(
FileReference.Combine(
OutputDir,
Path.GetFileName(ISPCFile.AbsolutePath) + GetISPCObjectFileSuffix(CompileEnvironment.Platform)
)
);
}
// Add the ISA specific ISPC obj files to the produced item list.
CompiledISPCObjFiles.Add(CompiledISPCObjFile);
}
// Add the common ISPC obj file to the produced item list.
FileItem CompiledISPCObjFileNoISA = FileItem.GetItemByFileReference(
FileReference.Combine(
OutputDir,
Path.GetFileName(ISPCFile.AbsolutePath) + GetISPCObjectFileSuffix(CompileEnvironment.Platform)
)
);
CompiledISPCObjFiles.Add(CompiledISPCObjFileNoISA);
// Add the output ISPC obj file
Arguments.Add($"-o \"{NormalizeCommandLinePath(CompiledISPCObjFileNoISA)}\"");
// Generate the timing info
if (CompileEnvironment.bPrintTimingInfo)
{
FileItem TraceFile = FileItem.GetItemByFileReference(FileReference.FromString($"{CompiledISPCObjFileNoISA}.json"));
Arguments.Add("--time-trace");
CompileAction.ProducedItems.Add(TraceFile);
}
Arguments.AddRange(GlobalArguments);
// Consume the included header dependency list
if (CompileEnvironment.bGenerateDependenciesFile)
{
FileItem DependencyListFile = FileItem.GetItemByFileReference(FileReference.Combine(OutputDir, Path.GetFileName(ISPCFile.AbsolutePath) + ".txt"));
CompileAction.DependencyListFile = DependencyListFile;
CompileAction.PrerequisiteItems.Add(DependencyListFile);
}
CompileAction.ProducedItems.AddRange(CompiledISPCObjFiles);
Result.ObjectFiles.AddRange(CompiledISPCObjFiles);
FileReference ResponseFileName = new FileReference(CompiledISPCObjFileNoISA.AbsolutePath + ".response");
FileItem ResponseFileItem = Graph.CreateIntermediateTextFile(ResponseFileName, Arguments.Select(x => Utils.ExpandVariables(x)));
CompileAction.CommandArguments = $"@\"{ResponseFileName}\"";
CompileAction.PrerequisiteItems.Add(ResponseFileItem);
// Add the source file and its included files to the prerequisite item list.
CompileAction.PrerequisiteItems.Add(ISPCFile);
Logger.LogDebug(" ISPC Compiling {StatusDescription}: \"{CommandPath}\" {CommandArguments}", CompileAction.StatusDescription, CompileAction.CommandPath, CompileAction.CommandArguments);
}
return Result;
}
}
}