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- Adds experimental super-fast C++ outdated file checking
- This feature is turned off for now as we continue to test and improve it
- You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml
- Here is the basic idea:
- We no longer exhaustively scan all includes and build up a big graph every invocation
- Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled
- The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin")
- On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date
- Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature.
UnrealBuildTool: Determination of which modules have UObjects is now faster
- We now cache which modules have UObjects and load those for the next session
UnrealBuildTool: Module "shared" precompiled header determination is now much faster
- We no longer scan all C++ includes for a module to figure out which "shared" PCH to use
- Instead, we use the module dependencies specified in the module's *.Build.cs file
- For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH
Other UBT optimizations:
- Reduced calls to string formatting functions when setting up API definitions for all modules
- Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml
- We no longer check for "external" headers when scanning includes (this code didn't work at all)
- Optimized CleanDirectorySeparators() utility function to avoid string copies
Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder
[CL 2238266 by Mike Fricker in Main branch]
163 lines
5.5 KiB
C#
163 lines
5.5 KiB
C#
// Copyright 1998-2014 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.RegularExpressions;
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using System.Diagnostics;
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using System.IO;
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using Microsoft.Win32;
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namespace UnrealBuildTool
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{
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public interface IUEToolChain
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{
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void RegisterToolChain();
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CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName);
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CPPOutput CompileRCFiles(UEBuildTarget Target, CPPEnvironment Environment, List<FileItem> RCFiles);
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FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly);
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void CompileCSharpProject(CSharpEnvironment CompileEnvironment, string ProjectFileName, string DestinationFile);
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/** Converts the passed in path from UBT host to compiler native format. */
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String ConvertPath(String OriginalPath);
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/// <summary>
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/// Called immediately after UnrealHeaderTool is executed to generated code for all UObjects modules. Only is called if UnrealHeaderTool was actually run in this session.
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/// </summary>
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/// <param name="UObjectModules">List of UObject modules we generated code for.</param>
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void PostCodeGeneration(UEBuildTarget Target, UHTManifest Manifest);
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void PreBuildSync();
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void PostBuildSync(UEBuildTarget Target);
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ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment ExecutableLinkEnvironment);
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void SetUpGlobalEnvironment();
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void AddFilesToManifest(ref FileManifest manifest, UEBuildBinary Binary );
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}
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public abstract class UEToolChain : IUEToolChain
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{
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static Dictionary<CPPTargetPlatform, IUEToolChain> CPPToolChainDictionary = new Dictionary<CPPTargetPlatform, IUEToolChain>();
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public static void RegisterPlatformToolChain(CPPTargetPlatform InPlatform, IUEToolChain InToolChain)
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{
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if (CPPToolChainDictionary.ContainsKey(InPlatform) == true)
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{
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Log.TraceInformation("RegisterPlatformToolChain Warning: Registering tool chain {0} for {1} when it is already set to {2}",
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InToolChain.ToString(), InPlatform.ToString(), CPPToolChainDictionary[InPlatform].ToString());
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CPPToolChainDictionary[InPlatform] = InToolChain;
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}
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else
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{
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CPPToolChainDictionary.Add(InPlatform, InToolChain);
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}
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}
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public static void UnregisterPlatformToolChain(CPPTargetPlatform InPlatform)
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{
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CPPToolChainDictionary.Remove(InPlatform);
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}
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public static IUEToolChain GetPlatformToolChain(CPPTargetPlatform InPlatform)
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{
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if (CPPToolChainDictionary.ContainsKey(InPlatform) == true)
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{
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return CPPToolChainDictionary[InPlatform];
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}
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throw new BuildException("GetPlatformToolChain: No tool chain found for {0}", InPlatform.ToString());
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}
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public abstract void RegisterToolChain();
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public abstract CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName);
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public virtual CPPOutput CompileRCFiles(UEBuildTarget Target, CPPEnvironment Environment, List<FileItem> RCFiles)
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{
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CPPOutput Result = new CPPOutput();
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return Result;
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}
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public abstract FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly);
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public virtual void CompileCSharpProject(CSharpEnvironment CompileEnvironment, string ProjectFileName, string DestinationFile)
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{
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}
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/// <summary>
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/// Get the name of the response file for the current linker environment and output file
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/// </summary>
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/// <param name="LinkEnvironment"></param>
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/// <param name="OutputFile"></param>
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/// <returns></returns>
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public static string GetResponseFileName( LinkEnvironment LinkEnvironment, FileItem OutputFile )
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{
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// Construct a relative path for the intermediate response file
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string ResponseFileName = Path.Combine( LinkEnvironment.Config.IntermediateDirectory, Path.GetFileName( OutputFile.AbsolutePath ) + ".response" );
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if (UnrealBuildTool.HasUProjectFile())
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{
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// If this is the uproject being built, redirect the intermediate
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if (Utils.IsFileUnderDirectory( OutputFile.AbsolutePath, UnrealBuildTool.GetUProjectPath() ))
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{
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ResponseFileName = Path.Combine(
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UnrealBuildTool.GetUProjectPath(),
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BuildConfiguration.PlatformIntermediateFolder,
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Path.GetFileNameWithoutExtension(UnrealBuildTool.GetUProjectFile()),
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LinkEnvironment.Config.Target.Configuration.ToString(),
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Path.GetFileName(OutputFile.AbsolutePath) + ".response");
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}
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}
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// Convert the relative path to an absolute path
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ResponseFileName = Path.GetFullPath( ResponseFileName );
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return ResponseFileName;
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}
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/** Converts the passed in path from UBT host to compiler native format. */
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public virtual String ConvertPath(String OriginalPath)
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{
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return OriginalPath;
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}
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/// <summary>
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/// Called immediately after UnrealHeaderTool is executed to generated code for all UObjects modules. Only is called if UnrealHeaderTool was actually run in this session.
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/// </summary>
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/// <param name="UObjectModules">List of UObject modules we generated code for.</param>
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public virtual void PostCodeGeneration(UEBuildTarget Target, UHTManifest Manifest)
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{
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}
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public virtual void PreBuildSync()
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{
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}
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public virtual void PostBuildSync(UEBuildTarget Target)
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{
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}
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public virtual ICollection<FileItem> PostBuild(FileItem Executable, LinkEnvironment ExecutableLinkEnvironment)
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{
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return new List<FileItem> ();
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}
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public virtual void SetUpGlobalEnvironment()
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{
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}
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protected void RunUnrealHeaderToolIfNeeded()
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{
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}
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public virtual void AddFilesToManifest(ref FileManifest manifest, UEBuildBinary Binary )
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{
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}
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};
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} |