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========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
458 lines
16 KiB
C#
458 lines
16 KiB
C#
// Copyright 1998-2015 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.Diagnostics;
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using System.IO;
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namespace UnrealBuildTool
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{
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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
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{
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}
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/// <summary>
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/// The current architecture
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/// </summary>
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public override string GetActiveArchitecture()
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{
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return LinuxPlatform.DefaultArchitecture;
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}
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/// <summary>
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/// Get name for architecture-specific directories (can be shorter than architecture name itself)
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/// </summary>
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public override string GetActiveArchitectureFolderName()
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{
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// shorten the string (heuristically)
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string Arch = GetActiveArchitecture();
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uint Sum = 0;
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int Len = Arch.Length;
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for (int Index = 0; Index < Len; ++Index)
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{
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Sum += (uint)(Arch[Index]);
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Sum <<= 1; // allowed to overflow
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}
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return Sum.ToString("X");
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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}
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}
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// allow standalone tools to use target platform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
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}
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}
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}
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/// <summary>
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/// Gives the platform a chance to 'override' the configuration settings
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/// that are overridden on calls to RunUBT.
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/// </summary>
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/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
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public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
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{
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ValidateUEBuildConfiguration();
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}
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/// <summary>
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/// Validate configuration for this platform
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/// NOTE: This function can/will modify BuildConfiguration!
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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/// <summary>
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/// Validate the UEBuildConfiguration for this platform
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/// This is called BEFORE calling UEBuildConfiguration to allow setting
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/// various fields used in that function such as CompileLeanAndMean...
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/// </summary>
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public override void ValidateUEBuildConfiguration()
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{
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if (ProjectFileGenerator.bGenerateProjectFiles && !ProjectFileGenerator.bGeneratingRocketProjectFiles)
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{
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// When generating non-Rocket project files we need intellisense generator to include info from all modules,
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// including editor-only third party libs
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UEBuildConfiguration.bCompileLeanAndMeanUE = false;
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}
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BuildConfiguration.bUseUnityBuild = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="InBuildTarget"> The target being built</param>
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
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if (GetActiveArchitecture().StartsWith("arm"))
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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}
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// link with Linux libraries.
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
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// Disable Simplygon support if compiling against the NULL RHI.
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if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
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{
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// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
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UEBuildConfiguration.bCompileICU = false;
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}
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
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/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
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/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="Platform">The platform to create a toolchain for</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
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{
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return new LinuxToolChain(this);
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}
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/// <summary>
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/// Create a build deployment handler
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/// </summary>
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/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
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/// <param name="DeploymentHandler">The output deployment handler</param>
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/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
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public override UEBuildDeploy CreateDeploymentHandler()
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{
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return null;
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}
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}
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class LinuxPlatform : UEBuildPlatform
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{
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/// <summary>
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/// Linux architecture (compiler target triplet)
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/// </summary>
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// FIXME: for now switching between architectures is hard-coded
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public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
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//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
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LinuxPlatformSDK SDK;
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
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/// </summary>
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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/// <summary>
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/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
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/// </summary>
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/// <returns>True if the architecture name should be appended to the binary</returns>
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public override bool RequiresArchitectureSuffix()
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{
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// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false;
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}
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public override bool CanUseXGE()
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{
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// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
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return false;
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return "";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extension to use for debug info for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The debug info extension (i.e. 'pdb')</returns>
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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/// <summary>
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/// Whether PDB files should be used
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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/// <returns>bool true if PDB files should be used, false if not</returns>
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
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{
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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/// <summary>
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/// Creates a context for the given project on the current platform.
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/// </summary>
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/// <param name="ProjectFile">The project file for the current target</param>
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/// <returns>New platform context object</returns>
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public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
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{
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return new LinuxPlatformContext(ProjectFile);
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}
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}
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class LinuxPlatformSDK : UEBuildPlatformSDK
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{
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/// <summary>
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/// This is the SDK version we support
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/// </summary>
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static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
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{
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{ "x86_64-unknown-linux-gnu", "v7_clang-3.7.0_ld-2.24_glibc-2.12.2" },
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{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
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};
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/// <summary>
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/// Platform name (embeds architecture for now)
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/// </summary>
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static private string TargetPlatformName = "Linux_x64";
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/// <summary>
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/// Whether platform supports switching SDKs during runtime
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/// </summary>
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/// <returns>true if supports</returns>
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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/// <summary>
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/// Returns platform-specific name used in SDK repository
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/// </summary>
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/// <returns>path to SDK Repository</returns>
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public override string GetSDKTargetPlatformName()
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{
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return TargetPlatformName;
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}
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/// <summary>
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/// Returns SDK string as required by the platform
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected override string GetRequiredSDKString()
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{
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string SDKString;
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if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
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{
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throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
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}
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return SDKString;
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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protected override bool PreferAutoSDK()
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{
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// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
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return true;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform
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/// </summary>
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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
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{
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return SDKStatus.Valid;
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}
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string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
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// we don't have an LINUX_ROOT specified
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if (String.IsNullOrEmpty(BaseLinuxPath))
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return SDKStatus.Invalid;
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// paths to our toolchains
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BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
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string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
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if (File.Exists(ClangPath))
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return SDKStatus.Valid;
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return SDKStatus.Invalid;
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}
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}
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class LinuxPlatformFactory : UEBuildPlatformFactory
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{
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protected override UnrealTargetPlatform TargetPlatform
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{
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get { return UnrealTargetPlatform.Linux; }
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}
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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protected override void RegisterBuildPlatforms()
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{
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LinuxPlatformSDK SDK = new LinuxPlatformSDK();
|
|
SDK.ManageAndValidateSDK();
|
|
|
|
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
|
|
{
|
|
bool bRegisterBuildPlatform = true;
|
|
|
|
string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
|
|
string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
|
|
|
|
if (File.Exists(LinuxTargetPlatformFile) == false)
|
|
{
|
|
bRegisterBuildPlatform = false;
|
|
}
|
|
|
|
if (bRegisterBuildPlatform == true)
|
|
{
|
|
// Register this build platform for Linux
|
|
if (BuildConfiguration.bPrintDebugInfo)
|
|
{
|
|
Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
|
|
}
|
|
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|