Files
UnrealEngineUWP/Engine/Build/EditorPerf.xml
geoff evans 15323422af Update Label strings, add a badge for Run
#jira UE-150300
#preflight 6279af2d10766ef8c1c67984

[CL 20115410 by geoff evans in ue5-main branch]
2022-05-09 20:55:59 -04:00

223 lines
14 KiB
XML

<?xml version='1.0' ?>
<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../../Build/Graph/Schema.xsd" >
<!-- Horde Options -->
<EnvVar Name="UE_HORDE_JOBID"/>
<Option Name="Horde" Restrict="true|false" DefaultValue="false" Description="Whether the build is running under Horde"/>
<Option Name="PreflightChange" DefaultValue="" Description="Preflight CL number if preflight, empty otherwise"/>
<Option Name="SetPreflightFlag" DefaultValue="true" Description="Whether to set the IsPreflight flag to true for preflights. Use with caution: this will cause things like build versions to be set to their non-preflight form."/>
<Property Name="IsPreflight" Value="false"/>
<Property Name="IsPreflight" Value="true" If="'$(PreflightChange)' != '' And $(SetPreflightFlag)"/>
<Property Name="PreflightSuffix" Value=""/>
<Property Name="PreflightSuffix" Value="-PF-$(PreflightChange)-$(UE_HORDE_JOBID)" If="$(IsPreflight)"/>
<Property Name="BuildName" Value="$(EscapedBranch)-CL-$(Change)$(PreflightSuffix)"/>
<Option Name="CompileCategory" DefaultValue="Editors" Description="Category string for Compile Label"/>
<Option Name="RunCategory" DefaultValue="Test" Description="Category string for Run Label"/>
<Option Name="BaselineCategory" DefaultValue="Test" Description="Category string for Baseline Label"/>
<!-- Projects setup-->
<Option Name="Projects" DefaultValue="false" Restrict=".+" Description="The projects to test"/>
<Error Message="No project names specified" If="'$(Projects)' == 'false'"/>
<!-- Platform Options -->
<Option Name="Platforms" DefaultValue="Win64" Description="The list of platforms to profile"/>
<Property Name="Win64CompileAgentType" Value="Win64"/>
<Property Name="MacCompileAgentType" Value="TestMac"/>
<Error Message="No platforms specified" If="'$(Platforms)' == ''"/>
<!-- Build Options -->
<Property Name="ExtraPluginsCommaDelims" Value="EditorTests"/>
<Property Name="ExtraPluginsPlusDelims" Value=""/> <!-- populated programmatically -->
<ForEach Name="Plugin" Values="$(ExtraPluginsCommaDelims)">
<Property Name="ExtraPluginString" Value="$(Plugin)" If="'$(ExtraPluginsPlusDelims)' == ''"/>
<Property Name="ExtraPluginString" Value="$(ExtraPluginsPlusDelims)+$(Plugin)" If="'$(ExtraPluginsPlusDelims)' != ''"/>
<Property Name="ExtraPluginsPlusDelims" Value="$(ExtraPluginString)"/>
</ForEach>
<Property Name="EditorCompileArgs" Value=""/>
<Property Name="EditorCompileArgs" Value="-BuildPlugin=$(ExtraPluginsPlusDelims)" If="'$(ExtraPluginsPlusDelims)' != ''"/>
<!-- Automation uses its own network output directory -->
<Property Name="AutomationNetworkRootDir" Value="\\epicgames.net\root\Builds\Automation\Reports\EditorPerf"/>
<Property Name="AutomationNetworkRootDir" Value="/Volumes/Builds/Automation/Reports/EditorPerf" If="'$(HostPlatform)' != 'Win64'"/>
<Property Name="AutomationLocalOutputDir" Value="$(RootDir)/LocalBuilds/Reports"/>
<!-- Outputs for this run keeping slashes flipped the right way because it shows up on the webapp this way -->
<Property Name="AutomationNetworkOutputDir" Value="$(AutomationNetworkRootDir)\$(BuildName)"/>
<Property Name="AutomationNetworkOutputDir" Value="$(AutomationNetworkRootDir)/$(BuildName)" If="'$(HostPlatform)' != 'Win64'"/>
<Property Name="AutomationOutputDir" Value="$(AutomationLocalOutputDir)"/>
<Property Name="AutomationOutputDir" Value="$(AutomationNetworkOutputDir)" If="$(IsBuildMachine)"/>
<!-- Options for baselining -->
<Option Name="RunAndBaseline" DefaultValue="false" Description="Enable graph dependencies for running and setting the baseline in a single build."/>
<Option Name="BaselineDir" DefaultValue="$(RootDir)/Engine/Build/Baseline" Description="The revision controlled location of the baseline telemetry files."/>
<Option Name="BaselineBuildName" DefaultValue="$(BuildName)" Description="The BuildName of the build to set as the new baseline to compare against."/>
<Property Name="BaselineAutomationNetworkOutputDir" Value="$(AutomationNetworkRootDir)/$(BaselineBuildName)"/>
<Property Name="BaselineAutomationNetworkOutputDir" Value="$(AutomationOutputDir)" If="$(RunAndBaseline)"/>
<!-- Arguments for tracing -->
<Option Name="Phases" DefaultValue="Incr;Warm;Cold" Description="The list of phases to perform"/>
<Error Message="No phases specified" If="'$(Phases)' == ''"/>
<Property Name="TraceDir" Value="$(RootDir)/Engine/Programs/UnrealInsights/Saved/TraceSessions"/>
<!-- Arguments for phases, keep in mind that these are passed to both the DDCCleanupCommandlet and RunUnreal -->
<Option Name="ColdArgs" DefaultValue="-ddc=Cold" Description="Arguments to unreal for the cold phase"/>
<Option Name="IncrArgs" DefaultValue="-ddc=Warm" Description="Arguments to unreal for the incremental phase"/>
<Option Name="WarmArgs" DefaultValue="-ddc=Warm" Description="Arguments to unreal for the warm phase"/>
<!-- Iterations to run and average together -->
<Option Name="Iterations" DefaultValue="1" Description="The list of iteration numbers to run. For example '1;2;3' for three iterations"/>
<!-- Gauntlet arguments for all runs -->
<Property Name="GauntletArgs" Value="-build=editor -UseEditor -verbose -tempdir=&quot;$(RootDir)/Tests&quot;"/>
<Property Name="GauntletArgs" Value="$(GauntletArgs) -branch=$(Branch) -ECBranch=&quot;$(Branch)&quot; -ECChangelist=&quot;$(Change)&quot;"/>
<Property Name="GauntletArgs" Value="$(GauntletArgs) -maxduration=28800"/>
<!-- Gauntlet arguments for profile runs -->
<Property Name="ProfileArgs" Value="-test=EditorTests -testfilter=Project.Iteration.PIE -tracefiletrunc"/>
<Property Name="ProfileArgs" Value="$(ProfileArgs) -EnablePlugins=$(ExtraPluginsCommaDelims)" If="'$(ExtraPluginsCommaDelims)' != ''"/>
<Property Name="ProfileArgs" Value="$(ProfileArgs) -SuppressLogWarnings -SuppressLogErrors"/>
<Property Name="ProfileArgs" Value="$(ProfileArgs) -GameInstanceLostTimerSeconds=3600"/>
<Property Name="ProfileArgs" Value="$(ProfileArgs) -NoLoadLevelAtStartup -Benchmarking -NODDCCLEANUP"/>
<Property Name="ProfileArgs" Value="$(ProfileArgs) -NoShaderDistrib -VerboseShaderLogging"/>
<!-- Gauntlet arguments for commandlet, summarize runs -->
<Property Name="CommandletArgs" Value="-notraceserver -ddc=NoShared"/>
<Property Name="SummarizeArgs" Value=""/>
<Property Name="SummarizeArgs" Value="-skipbaseline" If="$(RunAndBaseline)"/>
<!-- Publish telemetry options -->
<Option Name="TelemetryConfig" DefaultValue="" Description="The configuration to use when publishing telemetry data to a database"/>
<Property Name="TelemetryConfig" Value="UETelemetryStaging" If="$(IsBuildMachine) And $(IsPreflight) And '$(TelemetryConfig)' == ''"/>
<Property Name="TelemetryConfig" Value="UETelemetry" If="$(IsBuildMachine) And '$(TelemetryConfig)' == ''"/>
<!-- The main test running macro logic that is expanded with platform and dependency node names -->
<Macro Name="RunTest" Arguments="OutputName;Platform;Project;NodeName;Phase;Iteration;Args">
<Property Name="TestName" Value="EditorPerf$(Phase)"/>
<Property Name="IterationName" Value="$(Project)$(Platform)$(TestName)$(Iteration)"/>
<Property Name="TraceFilePath" Value="$(TraceDir)/$(IterationName).utrace"/>
<Property Name="TelemetryFileName" Value="$(IterationName)Telemetry.csv"/>
<Property Name="TelemetryFilePath" Value="$(TraceDir)/$(TelemetryFileName)"/>
<Property Name="LogOutputParams" Value="-logdir=&quot;$(AutomationOutputDir)/$(OutputName)&quot;"/>
<Property Name="ReportParams" Value="-WriteTestResultsForHorde -HordeTestDataKey=&quot;$(NodeName)$(PreflightSuffix)&quot;"/>
<Property Name="AllGauntletArgs" Value="-Project=$(Project) -Platform=$(Platform) $(GauntletArgs) $(ReportParams) $(LogOutputParams) -artifactname=&quot;$(Phase)$(Iteration)&quot;"/>
<!-- Do DDC cleanup outside the editor process, handles Cold cleanup without changing stats -->
<Commandlet Project="$(Project)" Name="DDCCleanup" Arguments="$(Args) $(CommandletArgs)"/>
<!-- Run the Gauntlet EditorPerf Tests -->
<Command Name="RunUnreal" Arguments="$(AllGauntletArgs) $(ProfileArgs) $(Args) -tracefile=&quot;$(TraceFilePath)&quot;"/>
<!-- Translate the utrace file into csv data -->
<Commandlet Project="$(Project)" Name="SummarizeTrace" Arguments="-inputfile=&quot;$(TraceFilePath)&quot; -testname=&quot;$(TestName)&quot; $(SummarizeArgs) $(CommandletArgs)"/>
<!-- Save all files named for this run in the trace directory -->
<Copy From="$(TraceDir)/$(IterationName)*.*" To="$(AutomationOutputDir)"/>
<Do If="'$(TelemetryConfig)' != ''">
<!-- Publish telemetry to the db -->
<Command Name="PublishUnrealAutomationTelemetry" Arguments="-CSVFile=&quot;$(TelemetryFilePath)&quot; -project=$(Project) -changelist=$(Change) -branch=$(Branch) -TelemetryConfig=$(TelemetryConfig)"/>
</Do>
</Macro>
<!-- This will be set to the names of all nodes we want to execute based on specified platforms/options -->
<Property Name="RunGraphNodes" Value=""/>
<!-- Mimic of the Runner that retrieves the stashed telemetry file and copies it to the depot location -->
<Macro Name="BaselineResult" Arguments="Platform;Project;Phase">
<Property Name="TestName" Value="EditorPerf$(Phase)"/>
<Property Name="IterationName" Value="$(Project)$(Platform)$(TestName)1"/> <!-- Note the 1! We use Iteration 1 for baselines for now -->
<Property Name="TelemetryFileName" Value="$(IterationName)Telemetry.csv"/>
<Property Name="LocalTelemetryFilePath" Value="$(BaselineDir)/$(TelemetryFileName)"/>
<Property Name="NetworkTelemetryFilePath" Value="$(BaselineAutomationNetworkOutputDir)/$(TelemetryFileName)"/>
<Copy From="$(NetworkTelemetryFilePath)" To="$(LocalTelemetryFilePath)" Overwrite="true"/>
<Do If="!$(IsBuildMachine)">
<Spawn Exe="p4" Arguments="reconcile -ea $(LocalTelemetryFilePath)"/>
</Do>
</Macro>
<!-- This will be set to the names of all nodes we want to execute based on specified platforms/options -->
<Property Name="BaselineGraphNodes" Value=""/>
<!-- ForEach Platform to run, generate graph nodes -->
<ForEach Name="Platform" Values="$(Platforms)">
<!-- ForEach Project to run, generate the graph nodes -->
<ForEach Name="Project" Values="$(Projects)">
<!-- We parse the Editor target name from within [] in case it's not $(Project)Editor -->
<Property Name="EditorTarget" Value="$(Project)Editor"/>
<Regex Pattern="(.*)\[(.*)\]" Capture="Project;EditorTarget" Input="$(Project)" Optional="true"/>
<!-- Use as base string for directories and key for node names -->
<Property Name="OutputName" Value="$(Project)$(Platform)EditorPerf"/>
<!-- Compile the Editor -->
<Property Name="CompileNodeName" Value="Compile $(Project) $(Platform)"/>
<Agent Name="Compile Editor Agent $(Platform) $(Project)" Type="$($(Platform)CompileAgentType)">
<Node Name="$(CompileNodeName)">
<Compile Target="UnrealHeaderTool" Platform="$(Platform)" Configuration="Development"/>
<Compile Target="UnrealHeaderTool" Platform="$(Platform)" Project="$(Project)" Configuration="Development"/>
<Compile Target="ShaderCompileWorker" Platform="$(Platform)" Configuration="Development"/>
<Compile Target="CrashReportClientEditor" Platform="$(Platform)" Project="$(Project)" Configuration="Shipping"/>
<Compile Target="$(EditorTarget)" Platform="$(Platform)" Project="$(Project)" Configuration="Development" Arguments="$(EditorCompileArgs)"/>
</Node>
</Agent>
<Label Category="$(CompileCategory)" Name="$(Project) Editor Compile" Requires="$(CompileNodeName)"/>
<!-- Run the Tests -->
<Property Name="RunNodeRequires" Value="$(CompileNodeName)"/>
<Property Name="RunNodeList" Value=""/> <!-- Each node in this the nested loops below, they need to depend on predecessors -->
<Agent Name="EditorPerf Agent $(Platform) $(Project)" Type="EditorPerf$(Platform)">
<ForEach Name="Phase" Values="$(Phases)">
<ForEach Name="Iteration" Values="$(Iterations)">
<!-- Only ever do one iteration of incremental, because it will warm up the workspace -->
<Do If="'$(Phase)' != 'Incr' or '$(Iteration)' == '1'">
<Property Name="RunNodeName" Value="Run $(OutputName) $(Phase)$(Iteration)"/>
<Node Name="$(RunNodeName)" Requires="$(RunNodeRequires);$(RunNodeList)">
<Expand Name="RunTest" OutputName="$(OutputName)" Platform="$(Platform)" Project="$(Project)" NodeName="$(RunNodeName)" Phase="$(Phase)" Iteration="$(Iteration)" Args="$($(Phase)Args)"/>
</Node>
<Property Name="RunNodeList" Value="$(RunNodeList);$(RunNodeName)"/>
</Do>
</ForEach>
</ForEach>
</Agent>
<Label Category="$(RunCategory)" Name="$(Project) Editor Run" Requires="$(RunNodeRequires);$(RunNodeList)" UgsBadge="$(Project) Editor Run"/>
<Property Name="RunGraphNodes" Value="$(RunGraphNodes);$(RunNodeList)"/>
<!-- Baseline the Results -->
<Property Name="BaselineNodeName" Value="Baseline $(OutputName)"/>
<Property Name="BaselineNodeRequires" Value=""/>
<Property Name="BaselineNodeRequires" Value="$(RunNodeName)" If="$(RunAndBaseline)"/>
<Property Name="BaselineGraphNodes" Value="$(BaselineGraphNodes);$(BaselineNodeName)"/>
<Agent Name="EditorPerf Agent $(Platform) $(Project)" Type="EditorPerf$(Platform)">
<Node Name="$(BaselineNodeName)" Requires="$(BaselineNodeRequires)">
<ForEach Name="Phase" Values="$(Phases)">
<Expand Name="BaselineResult" Platform="$(Platform)" Project="$(Project)" Phase="$(Phase)"/>
</ForEach>
</Node>
</Agent>
<Label Category="$(BaselineCategory)" Name="$(Project) Perf Baseline" Requires="$(BaselineNodeName)"/>
</ForEach> <!-- Projects -->
</ForEach> <!-- Platforms -->
<!-- These Nodes run the Editor and gather profile data -->
<Aggregate Name="Run EditorPerf Tests" Requires="$(RunGraphNodes)"/>
<!-- These Nodes copies the CSV telemetry files to special location in the depot, thus making them the "baselines" -->
<Aggregate Name="Baseline EditorPerf Results" Requires="$(BaselineGraphNodes)"/>
<!-- This Node submits the baseline CSV files to Perforce -->
<!--
<Agent Name="Submission Agent Win64" Type="Win64">
<Node Name="Submit Baseline To Perforce" Requires="$(BaselineGraphNodes)">
<Submit Description="[CL $(Change)] Updated EditorPerf baselines" Files="$(BaselineFiles)"/>
</Node>
</Agent>
-->
</BuildGraph>