Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Lumin/UEBuildLumin.cs
Ryan Gerleve bcca42e74a Merging //UE4/Dev-Main to Dev-Networking (//UE4/Dev-Networking)
#rb none
#rnx

[CL 4284864 by Ryan Gerleve in Dev-Networking branch]
2018-08-14 15:58:25 -04:00

411 lines
14 KiB
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using System.Xml;
using System.Linq;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// Lumin-specific target settings
/// </summary>
public class LuminTargetRules
{
/// <summary>
/// Lists GPU Architectures that you want to build (mostly used for mobile etc.)
/// </summary>
[CommandLine("-GPUArchitectures=", ListSeparator = '+')]
public List<string> GPUArchitectures = new List<string>();
}
/// <summary>
/// Read-only wrapper for Android-specific target settings
/// </summary>
public class ReadOnlyLuminTargetRules
{
/// <summary>
/// The private mutable settings object
/// </summary>
private LuminTargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The settings object to wrap</param>
public ReadOnlyLuminTargetRules(LuminTargetRules Inner)
{
this.Inner = Inner;
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#if !__MonoCS__
#pragma warning disable CS1591
#endif
public IReadOnlyList<string> GPUArchitectures
{
get { return Inner.GPUArchitectures.AsReadOnly(); }
}
#if !__MonoCS__
#pragma warning restore CS1591
#endif
#endregion
}
class LuminPlatform : AndroidPlatform
{
public LuminPlatform(AndroidPlatformSDK InSDK)
: base(UnrealTargetPlatform.Lumin, CppPlatform.Lumin, InSDK)
{
}
public override bool CanUseXGE()
{
return true;
}
public override bool HasSpecificDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, ProjectPath, UnrealTargetPlatform.Lumin);
bool bUseVulkan = true;
Ini.GetBool("/Script/LuminRuntimeSettings.LuminRuntimeSettings", "bUseVulkan", out bUseVulkan);
List<string> ConfigBoolKeys = new List<string>();
ConfigBoolKeys.Add("bBuildWithNvTegraGfxDebugger");
if (!bUseVulkan)
{
ConfigBoolKeys.Add("bUseMobileRendering");
}
// look up Android specific settings
// @todo Lumin: When we subclass platform ini's, this would be Platform!!
if (!DoProjectSettingsMatchDefault(UnrealTargetPlatform.Lumin, ProjectPath, "/Script/LuminRuntimeSettings.LuminRuntimeSettings", ConfigBoolKeys.ToArray(), null, null))
{
return false;
}
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac) || (Target.Platform == UnrealTargetPlatform.Linux))
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (Target.bBuildDeveloperTools)
{
Rules.DynamicallyLoadedModuleNames.Add("LuminTargetPlatform");
}
}
else if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatASTC");
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("LuminTargetPlatform");
}
}
}
}
public override void AddExtraModules(ReadOnlyTargetRules Target, List<string> PlatformExtraModules)
{
// PlatformExtraModules.Add("VulkanRHI");
PlatformExtraModules.Add("MagicLeapAudio");
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
// may need to put some stuff in here to keep Lumin out of other module .cs files
}
public override void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
CompileEnvironment.Definitions.Add("PLATFORM_LUMIN=1");
CompileEnvironment.Definitions.Add("USE_ANDROID_JNI=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_FILE=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_INPUT=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_LAUNCH=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_EVENTS=0");
CompileEnvironment.Definitions.Add("USE_ANDROID_OPENGL=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
DirectoryReference MLSDKDir = DirectoryReference.MakeFromNormalizedFullPath("$(MLSDK)");
CompileEnvironment.IncludePaths.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "lumin/stl/gnu-libstdc++/include"));
CompileEnvironment.IncludePaths.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "lumin/stl/gnu-libstdc++/include/aarch64-linux-android"));
CompileEnvironment.IncludePaths.SystemIncludePaths.Add(DirectoryReference.Combine(MLSDKDir, "include"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(MLSDKDir, "lib/lumin"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(MLSDKDir, "lumin/stl/gnu-libstdc++/lib"));
if (!UseTegraGraphicsDebugger(Target.ProjectFile) || !UseTegraDebuggerStub(Target.ProjectFile))
{
LinkEnvironment.AdditionalLibraries.Add("GLESv2");
LinkEnvironment.AdditionalLibraries.Add("EGL");
}
if (UseTegraDebuggerStub(Target.ProjectFile))
{
DirectoryReference TegraDebuggerDirectoryReference = new DirectoryReference(TegraDebuggerDir);
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(TegraDebuggerDirectoryReference, "/target/android-kk-egl-t124-a32"));
LinkEnvironment.LibraryPaths.Add(DirectoryReference.Combine(TegraDebuggerDirectoryReference, "/target/android-L-egl-t132-a64"));
LinkEnvironment.AdditionalLibraries.Add("Nvidia_gfx_debugger_stub");
}
LinkEnvironment.AdditionalLibraries.Add("ml_lifecycle");
LinkEnvironment.AdditionalLibraries.Add("ml_ext_logging");
LinkEnvironment.AdditionalLibraries.Add("ml_dispatch");
}
public static bool? HaveTegraGraphicsDebugger = null;
public static string TegraDebuggerDir = null;
public static int[] TegraDebuggerVersion = null;
public static bool UseTegraGraphicsDebugger(FileReference ProjectFile)
{
if (!HaveTegraGraphicsDebugger.HasValue)
{
string ProgramsDir = Environment.GetEnvironmentVariable("ProgramFiles(x86)");
string NVDir = ProgramsDir + "/NVIDIA Corporation";
try
{
string[] TegraDebuggerDirs = Directory.GetDirectories(NVDir, "Tegra Graphics Debugger *");
if (TegraDebuggerDirs.Length > 0)
{
TegraDebuggerDir = TegraDebuggerDirs[0].Replace('\\', '/');
HaveTegraGraphicsDebugger = true;
string[] V = TegraDebuggerDir.Split(' ').Last().Split('.');
TegraDebuggerVersion = new int[2];
TegraDebuggerVersion[0] = Int32.Parse(V[0]);
TegraDebuggerVersion[1] = Int32.Parse(V[1]);
}
else
{
HaveTegraGraphicsDebugger = false;
}
}
catch (System.IO.IOException)
{
HaveTegraGraphicsDebugger = false;
}
}
bool bBuild = false;
// TODO: do we need this?
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Lumin);
Ini.GetBool(
"/Script/LuminRuntimeSettings.LuminRuntimeSettings",
"bBuildWithNvTegraGfxDebugger",
out bBuild);
return HaveTegraGraphicsDebugger.Value && bBuild;
}
public static bool UseTegraDebuggerStub(FileReference ProjectFile)
{
return UseTegraGraphicsDebugger(ProjectFile) &&
TegraDebuggerVersion[0] <= 2 && TegraDebuggerVersion[1] <= 1;
}
public override UEToolChain CreateToolChain(CppPlatform CppPlatform, ReadOnlyTargetRules Target)
{
bool bUseLdGold = Target.bUseUnityBuild;
return new LuminToolChain(Target.ProjectFile, false, null, Target.LuminPlatform.GPUArchitectures, true);
}
public override UEToolChain CreateTempToolChainForProject(FileReference ProjectFile)
{
return new LuminToolChain(ProjectFile);
}
/// <summary>
/// Deploys the given target
/// </summary>
/// <param name="Target">Information about the target being deployed</param>
public override void Deploy(UEBuildDeployTarget Target)
{
new UEDeployLumin(Target.ProjectFile).PrepTargetForDeployment(Target);
}
public override void ValidateTarget(TargetRules Target)
{
base.ValidateTarget(Target);
// #todo: ICU is crashing on startup, this is a workaround
Target.bCompileICU = false;
}
}
class LuminPlatformSDK : AndroidPlatformSDK
{
/// <summary>
/// This is the SDK version we support
/// </summary>
static string ExpectedSDKVersion = "0.16"; // now unified for all the architectures
public override string GetSDKTargetPlatformName()
{
return "Lumin";
}
protected override string GetRequiredSDKString()
{
return ExpectedSDKVersion;
}
protected override String GetRequiredScriptVersionString()
{
return "Lumin_15";
}
private string FindVersionNumber(string StringToFind, string[] AllLines)
{
string FoundVersion = "Unknown";
foreach (string CurrentLine in AllLines)
{
int Index = CurrentLine.IndexOf(StringToFind);
if (Index != -1)
{
FoundVersion = CurrentLine.Substring(Index + StringToFind.Length);
break;
}
}
return FoundVersion.Trim();
}
/// <summary>
/// checks if the sdk is installed or has been synced, sets environment variable
/// </summary>
/// <returns></returns>
protected override bool HasAnySDK()
{
string EnvVarKey = "MLSDK";
string IniVarKey = "MLSDKPath";
string MLSDKPath = Environment.GetEnvironmentVariable(EnvVarKey);
{
var configCacheIni = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, (DirectoryReference)null, UnrealTargetPlatform.Unknown);
string path;
if (GetPath(configCacheIni, "/Script/LuminPlatformEditor.MagicLeapSDKSettings", IniVarKey, out path) && !string.IsNullOrEmpty(path))
{
// if the folder specified by the config var doesn't exist, fall back to the env var.
if (Directory.Exists(path))
{
MLSDKPath = path;
}
}
// Set for the process
Environment.SetEnvironmentVariable(EnvVarKey, MLSDKPath);
}
// we don't have an MLSDK directory specified
if (String.IsNullOrEmpty(MLSDKPath))
{
return false;
}
// we don't have the required MLSDK setup
String DetectedVersion = "Unknown";
String VersionFile = string.Format("{0}/include/ml_version.h", MLSDKPath).Replace('/', Path.DirectorySeparatorChar);
if (File.Exists(VersionFile))
{
string[] VersionText = File.ReadAllLines(VersionFile);
String MajorVersion = FindVersionNumber("MLSDK_VERSION_MAJOR", VersionText);
String MinorVersion = FindVersionNumber("MLSDK_VERSION_MINOR", VersionText);
DetectedVersion = string.Format("{0}.{1}", MajorVersion, MinorVersion);
}
if (!DetectedVersion.Equals(GetRequiredSDKString()))
{
Console.WriteLine("*** Found installed MLSDK version {0} but require {1} ***", DetectedVersion, GetRequiredSDKString());
return false;
}
return true;
}
protected override SDKStatus HasRequiredManualSDKInternal()
{
// if any autosdk setup has been done then the local process environment is suspect
if (HasSetupAutoSDK())
{
return SDKStatus.Invalid;
}
if (HasAnySDK())
{
return SDKStatus.Valid;
}
return SDKStatus.Invalid;
}
}
class LuminPlatformFactory : UEBuildPlatformFactory
{
protected override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Lumin; }
}
protected override void RegisterBuildPlatforms(SDKOutputLevel OutputLevel)
{
LuminPlatformSDK SDK = new LuminPlatformSDK();
SDK.ManageAndValidateSDK(OutputLevel);
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid) || Environment.GetEnvironmentVariable("IsBuildMachine") == "1")
{
bool bRegisterBuildPlatform = true;
FileReference TargetPlatformFile = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Developer", "Lumin", "LuminTargetPlatform", "LuminTargetPlatform.Build.cs");
if (FileReference.Exists(TargetPlatformFile) == false)
{
bRegisterBuildPlatform = false;
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform
Log.TraceVerbose(" Registering for {0}", UnrealTargetPlatform.Lumin.ToString());
UEBuildPlatform.RegisterBuildPlatform(new LuminPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Lumin, UnrealPlatformGroup.Android);
}
}
}
}
}