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482 lines
16 KiB
C#
482 lines
16 KiB
C#
// Copyright 1998-2017 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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/** Architecture as stored in the ini. */
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enum LinuxArchitecture
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{
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/** x86_64, most commonly used architecture.*/
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X86_64UnknownLinuxGnu,
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/** A.k.a. AArch32, ARM 32-bit with hardware floats */
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ArmUnknownLinuxGnueabihf,
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/** AArch64, ARM 64-bit */
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AArch64UnknownLinuxGnueabi
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}
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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext() : base(UnrealTargetPlatform.Linux)
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{
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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, ReadOnlyTargetRules Target)
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{
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bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
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if (!Target.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 (Target.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("LinuxClientTargetPlatform");
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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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/// Setup the target environment for building
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/// </summary>
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/// <param name="Target">Settings for the target being compiled</param>
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/// <param name="CompileEnvironment">The compile environment for this target</param>
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/// <param name="LinkEnvironment">The link environment for this target</param>
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public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
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{
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CompileEnvironment.Definitions.Add("PLATFORM_LINUX=1");
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CompileEnvironment.Definitions.Add("LINUX=1");
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CompileEnvironment.Definitions.Add("PLATFORM_SUPPORTS_JEMALLOC=1"); // this define does not set jemalloc as default, just indicates its support
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CompileEnvironment.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
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if (Target.Architecture.StartsWith("arm")) // AArch64 doesn't strictly need that - aligned access improves perf, but this will be likely offset by memcpys we're doing to guarantee it.
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{
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CompileEnvironment.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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}
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// link with Linux libraries.
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LinkEnvironment.AdditionalLibraries.Add("pthread");
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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="Target">The target 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(ReadOnlyTargetRules Target)
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{
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switch (Target.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="CppPlatform">The platform to create a toolchain for</param>
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/// <param name="Target">The target being built</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CppPlatform CppPlatform, ReadOnlyTargetRules Target)
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{
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return new LinuxToolChain(Target.Architecture);
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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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//public const string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
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//public const string DefaultArchitecture = "aarch64-unknown-linux-gnueabi";
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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, CppPlatform.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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/// Find the default architecture for the given project
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/// </summary>
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public override string GetDefaultArchitecture(FileReference ProjectFile)
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{
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string ActiveArchitecture = DefaultArchitecture;
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// read settings from the config
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string EngineIniPath = ProjectFile != null ? ProjectFile.Directory.FullName : null;
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if (String.IsNullOrEmpty(EngineIniPath))
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{
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// If the project file hasn't been specified, try to get the path from -remoteini command line param
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EngineIniPath = UnrealBuildTool.GetRemoteIniPath();
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}
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DirectoryReference EngineIniDir = !String.IsNullOrEmpty(EngineIniPath) ? new DirectoryReference(EngineIniPath) : null;
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ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, EngineIniDir, UnrealTargetPlatform.Linux);
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string LinuxArchitectureString;
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if (Ini.GetString("/Script/LinuxTargetPlatform.LinuxTargetSettings", "TargetArchitecture", out LinuxArchitectureString))
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{
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LinuxArchitecture Architecture;
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if (Enum.TryParse(LinuxArchitectureString, out Architecture))
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{
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switch (Architecture)
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{
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default:
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System.Console.WriteLine("Architecture enum value {0} does not map to a valid triplet.", Architecture);
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break;
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case LinuxArchitecture.X86_64UnknownLinuxGnu:
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ActiveArchitecture = "x86_64-unknown-linux-gnu";
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break;
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case LinuxArchitecture.ArmUnknownLinuxGnueabihf:
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ActiveArchitecture = "arm-unknown-linux-gnueabihf";
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break;
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case LinuxArchitecture.AArch64UnknownLinuxGnueabi:
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ActiveArchitecture = "aarch64-unknown-linux-gnueabi";
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break;
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}
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}
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}
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return ActiveArchitecture;
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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 GetFolderNameForArchitecture(string Architecture)
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{
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// shorten the string (heuristically)
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uint Sum = 0;
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int Len = Architecture.Length;
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for (int Index = 0; Index < Len; ++Index)
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{
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Sum += (uint)(Architecture[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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public override void ResetTarget(TargetRules Target)
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{
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ValidateTarget(Target);
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}
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public override void ValidateTarget(TargetRules Target)
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{
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Target.bCompileSimplygon = false;
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Target.bCompileSimplygonSSF = false;
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// depends on arch, APEX cannot be as of November'16 compiled for AArch32/64
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Target.bCompileAPEX = Target.Architecture.StartsWith("x86_64");
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// Disable Simplygon support if compiling against the NULL RHI.
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if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1"))
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{
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Target.bCompileSimplygon = false;
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Target.bCompileSimplygonSSF = false;
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}
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// At the moment ICU has not been compiled for AArch64. Also, localization isn't needed on servers by default, and ICU is pretty heavy
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if (Target.Architecture.StartsWith("aarch64") || Target.Type == TargetType.Server)
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{
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Target.bCompileICU = false;
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}
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if (ProjectFileGenerator.bGenerateProjectFiles)
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{
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// When generating 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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Target.bCompileLeanAndMeanUE = false;
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}
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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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// XGE crashes with very high probability when v8_clang-3.9.0-centos cross-toolchain is used on Windows. Please make sure this is resolved before re-enabling it.
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return BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux;
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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="InTarget">Rules for the target being built</param>
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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(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
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{
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return "";
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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, ReadOnlyTargetRules 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 (!Target.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (Target.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("LinuxClientTargetPlatform");
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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 (Target.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("LinuxClientTargetPlatform");
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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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/// Converts the passed in path from UBT host to compiler native format.
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/// </summary>
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public override string ConvertPath(string OriginalPath)
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{
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return LinuxToolChain.ConvertPath(OriginalPath);
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}
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/// <summary>
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/// Creates a context for the given target 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();
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}
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/// <summary>
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/// Deploys the given target
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/// </summary>
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/// <param name="Target">Information about the target being deployed</param>
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public override void Deploy(UEBuildDeployTarget Target)
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{
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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 string ExpectedSDKVersion = "v8_clang-3.9.0-centos7"; // now unified for all the architectures
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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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return ExpectedSDKVersion;
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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 MultiArchRoot = Environment.GetEnvironmentVariable("LINUX_MULTIARCH_ROOT");
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string BaseLinuxPath;
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if (MultiArchRoot != null)
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{
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// FIXME: UBT should loop across all the architectures and compile for all the selected ones.
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BaseLinuxPath = Path.Combine(MultiArchRoot, LinuxPlatform.DefaultArchitecture);
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}
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else
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{
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// support the existing, non-multiarch toolchains for continuity
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BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
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}
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// we don't have an LINUX_ROOT specified
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if (String.IsNullOrEmpty(BaseLinuxPath))
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{
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return SDKStatus.Invalid;
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}
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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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{
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return SDKStatus.Valid;
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}
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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(SDKOutputLevel OutputLevel)
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{
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LinuxPlatformSDK SDK = new LinuxPlatformSDK();
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SDK.ManageAndValidateSDK(OutputLevel);
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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FileReference LinuxTargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
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if (FileReference.Exists(LinuxTargetPlatformFile))
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{
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// Register this build platform for Linux
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Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
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UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
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}
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}
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}
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}
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}
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