Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/Unity.cs
devin doucette c6b3357b73 UBT: Fixed bAdaptiveUnityCompilesHeaderFiles dependency tracking
The header is now added to the working set rather than the generated source file.

#rb Mark.Lintott
#rnx
#preflight 61bb6e026c2686e86320ec95

#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18476588 in //UE5/Release-5.0/... via CL 18481358
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18481449 by devin doucette in ue5-release-engine-test branch]
2021-12-16 19:28:41 -05:00

384 lines
15 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Linq;
using EpicGames.Core;
using UnrealBuildBase;
namespace UnrealBuildTool
{
class Unity
{
/// <summary>
/// Prefix used for all dynamically created Unity modules
/// </summary>
public const string ModulePrefix = "Module.";
/// <summary>
/// A class which represents a list of files and the sum of their lengths.
/// </summary>
public class FileCollection
{
public List<FileItem> Files { get; private set; }
public List<FileItem> VirtualFiles { get; private set; }
public long TotalLength { get; private set; }
/// The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild.
/// See the comment above AddVirtualFile() below for more information.
public long VirtualLength { get; private set; }
public FileCollection()
{
Files = new List<FileItem>();
VirtualFiles = new List<FileItem>();
TotalLength = 0;
VirtualLength = 0;
}
public void AddFile(FileItem File)
{
Files.Add(File);
long FileLength = File.Length;
TotalLength += FileLength;
VirtualLength += FileLength;
}
/// <summary>
/// Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent
/// other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files
/// one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first
/// time building after your working set of source files changes
/// </summary>
/// <param name="File">The virtual file to add to the collection</param>
public void AddVirtualFile(FileItem File)
{
VirtualFiles.Add(File);
VirtualLength += File.Length;
}
}
/// <summary>
/// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
/// (perhaps) begin a new one.
/// </summary>
public class UnityFileBuilder
{
private List<FileCollection> UnityFiles;
private FileCollection CurrentCollection;
private int SplitLength;
/// <summary>
/// Constructs a new UnityFileBuilder.
/// </summary>
/// <param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
public UnityFileBuilder(int InSplitLength)
{
UnityFiles = new List<FileCollection>();
CurrentCollection = new FileCollection();
SplitLength = InSplitLength;
}
/// <summary>
/// Adds a file to the current unity file. If splitting is required and the total size of the
/// unity file exceeds the split limit, then a new file is automatically started.
/// </summary>
/// <param name="File">The file to add.</param>
public void AddFile(FileItem File)
{
CurrentCollection.AddFile(File);
if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
{
EndCurrentUnityFile();
}
}
/// <summary>
/// Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it
/// was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info.
/// </summary>
/// <param name="File">The file to add virtually. Only the size of the file is tracked.</param>
public void AddVirtualFile(FileItem File)
{
CurrentCollection.AddVirtualFile(File);
if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
{
EndCurrentUnityFile();
}
}
/// <summary>
/// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
/// </summary>
public void EndCurrentUnityFile()
{
if (CurrentCollection.Files.Count == 0)
return;
UnityFiles.Add(CurrentCollection);
CurrentCollection = new FileCollection();
}
/// <summary>
/// Returns the list of built unity files. The UnityFileBuilder is unusable after this.
/// </summary>
/// <returns></returns>
public List<FileCollection> GetUnityFiles()
{
EndCurrentUnityFile();
List<FileCollection> Result = UnityFiles;
// Null everything to ensure that failure will occur if you accidentally reuse this object.
CurrentCollection = null!;
UnityFiles = null!;
return Result;
}
}
/// <summary>
/// Given a set of C++ files, generates another set of C++ files that #include all the original
/// files, the goal being to compile the same code in fewer translation units.
/// The "unity" files are written to the IntermediateDirectory.
/// </summary>
/// <param name="Target">The target we're building</param>
/// <param name="CPPFiles">The C++ files to #include.</param>
/// <param name="HeaderFiles">The header files that might correspond to the C++ files.</param>
/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
/// <param name="WorkingSet">Interface to query files which belong to the working set</param>
/// <param name="BaseName">Base name to use for the Unity files</param>
/// <param name="IntermediateDirectory">Intermediate directory for unity cpp files</param>
/// <param name="Graph">The makefile being built</param>
/// <param name="SourceFileToUnityFile">Receives a mapping of source file to unity file</param>
/// <param name="NormalFiles">Receives the files to compile using the normal configuration.</param>
/// <param name="AdaptiveFiles">Receives the files to compile using the adaptive unity configuration.</param>
public static void GenerateUnityCPPs(
ReadOnlyTargetRules Target,
List<FileItem> CPPFiles,
List<FileItem> HeaderFiles,
CppCompileEnvironment CompileEnvironment,
ISourceFileWorkingSet WorkingSet,
string BaseName,
DirectoryReference IntermediateDirectory,
IActionGraphBuilder Graph,
Dictionary<FileItem, FileItem> SourceFileToUnityFile,
out List<FileItem> NormalFiles,
out List<FileItem> AdaptiveFiles)
{
List<FileItem> NewCPPFiles = new List<FileItem>();
// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Length);
// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
// Optimization only makes sense if PCH files are enabled.
bool bForceIntoSingleUnityFile = Target.bStressTestUnity || (TotalBytesInCPPFiles < Target.NumIncludedBytesPerUnityCPP * 2 && Target.bUsePCHFiles);
// Every single file in the module appears in the working set. Don't bother using adaptive unity for this module.
// Otherwise it would make full builds really slow.
GetAdaptiveFiles(Target, CPPFiles, HeaderFiles, CompileEnvironment, WorkingSet, BaseName, IntermediateDirectory, Graph, out NormalFiles, out AdaptiveFiles);
if (NormalFiles.Count == 0)
{
NormalFiles = CPPFiles;
AdaptiveFiles.RemoveAll(new HashSet<FileItem>(NormalFiles).Contains);
}
// Build the list of unity files.
List<FileCollection> AllUnityFiles;
{
// Sort the incoming file paths lexicographically, so there will be consistency in unity blobs across multiple machines.
// Note that we're relying on this not only sorting files within each directory, but also the directories
// themselves, so the whole list of file paths is the same across computers.
// Case-insensitive file path compare, because you never know what is going on with local file systems.
List<FileItem> SortedCPPFiles = CPPFiles.OrderBy(File => File.AbsolutePath, StringComparer.OrdinalIgnoreCase).ToList();
HashSet<FileItem> AdaptiveFileSet = new HashSet<FileItem>(AdaptiveFiles);
UnityFileBuilder CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : Target.NumIncludedBytesPerUnityCPP);
foreach (FileItem CPPFile in SortedCPPFiles)
{
if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1)
{
NewCPPFiles.Add(CPPFile);
}
// When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with
if (AdaptiveFileSet.Contains(CPPFile))
{
// Let the unity file builder know about the file, so that we can retain the existing size of the unity blobs.
// This won't actually make the source file part of the unity blob, but it will keep track of how big the
// file is so that other existing unity blobs from the same module won't be invalidated. This prevents much
// longer compile times the first time you build after your working file set changes.
CPPUnityFileBuilder.AddVirtualFile(CPPFile);
}
else
{
// Compile this file as part of the unity blob
CPPUnityFileBuilder.AddFile(CPPFile);
}
}
AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
}
// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
// actions to compile them.
int CurrentUnityFileCount = 0;
foreach (FileCollection UnityFile in AllUnityFiles)
{
++CurrentUnityFileCount;
StringWriter OutputUnityCPPWriter = new StringWriter();
OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
// Determine unity file path name
string UnityCPPFileName;
if (AllUnityFiles.Count > 1)
{
UnityCPPFileName = string.Format("{0}{1}.{2}_of_{3}.cpp", ModulePrefix, BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
}
else
{
UnityCPPFileName = string.Format("{0}{1}.cpp", ModulePrefix, BaseName);
}
FileReference UnityCPPFilePath = FileReference.Combine(IntermediateDirectory, UnityCPPFileName);
// Add source files to the unity file
foreach (FileItem CPPFile in UnityFile.Files)
{
string CPPFileString = CPPFile.AbsolutePath;
if (CPPFile.Location.IsUnderDirectory(Unreal.RootDirectory))
{
CPPFileString = CPPFile.Location.MakeRelativeTo(UnrealBuildTool.EngineSourceDirectory);
}
OutputUnityCPPWriter.WriteLine("#include \"{0}\"", CPPFileString.Replace('\\', '/'));
}
// Write the unity file to the intermediate folder.
FileItem UnityCPPFile = Graph.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
NewCPPFiles.Add(UnityCPPFile);
// Store the mapping of source files to unity files in the makefile
foreach(FileItem SourceFile in UnityFile.Files)
{
SourceFileToUnityFile[SourceFile] = UnityCPPFile;
}
foreach (FileItem SourceFile in UnityFile.VirtualFiles)
{
SourceFileToUnityFile[SourceFile] = UnityCPPFile;
}
}
NormalFiles = NewCPPFiles;
}
public static void GetAdaptiveFiles(
ReadOnlyTargetRules Target,
List<FileItem> CPPFiles,
List<FileItem> HeaderFiles,
CppCompileEnvironment CompileEnvironment,
ISourceFileWorkingSet WorkingSet,
string BaseName,
DirectoryReference IntermediateDirectory,
IActionGraphBuilder Graph,
out List<FileItem> NormalFiles,
out List<FileItem> AdaptiveFiles)
{
NormalFiles = new List<FileItem>();
AdaptiveFiles = new List<FileItem>();
if (!Target.bUseAdaptiveUnityBuild)
{
NormalFiles = CPPFiles;
return;
}
HashSet<FileItem> HeaderFilesInWorkingSet = new HashSet<FileItem>(HeaderFiles.Where(WorkingSet.Contains));
// Figure out which uniquely-named header files are in the working set.
// Unique names are important to avoid ambiguity about which header a source file includes.
Dictionary<string, FileItem> NameToHeaderFileInWorkingSet = new Dictionary<string, FileItem>();
List<string> DuplicateHeaderNames = new List<string>();
HashSet<string> HeaderNames = new HashSet<string>();
foreach (FileItem HeaderFile in HeaderFiles)
{
string HeaderFileName = HeaderFile.Location.GetFileName();
if (!HeaderNames.Add(HeaderFileName))
{
DuplicateHeaderNames.Add(HeaderFileName);
}
else if (HeaderFilesInWorkingSet.Contains(HeaderFile))
{
NameToHeaderFileInWorkingSet[HeaderFileName] = HeaderFile;
}
}
foreach (string Name in DuplicateHeaderNames)
{
NameToHeaderFileInWorkingSet.Remove(Name);
}
// Add source files to the adaptive set if they or their first included header are in the working set.
foreach (FileItem CPPFile in CPPFiles)
{
bool bHeaderInWorkingSet = false;
if (CompileEnvironment.MetadataCache.GetFirstInclude(CPPFile) is string FirstInclude &&
NameToHeaderFileInWorkingSet.TryGetValue(Path.GetFileName(FirstInclude), out FileItem? HeaderFile))
{
bHeaderInWorkingSet = true;
HeaderFilesInWorkingSet.Remove(HeaderFile);
}
bool bAdaptive = bHeaderInWorkingSet || WorkingSet.Contains(CPPFile);
List<FileItem> Files = bAdaptive ? AdaptiveFiles : NormalFiles;
Files.Add(CPPFile);
}
// Add adaptive files to the working set that will invalidate the makefile if it changes.
foreach (FileItem File in AdaptiveFiles)
{
Graph.AddFileToWorkingSet(File);
}
List<FileItem> AdaptiveHeaderFiles = new List<FileItem>();
// Add header files in the working set to the adaptive files if they are not the first include of a source file.
if (Target.bAdaptiveUnityCompilesHeaderFiles)
{
foreach (FileItem HeaderFile in HeaderFilesInWorkingSet)
{
StringWriter OutputHeaderCPPWriter = new StringWriter();
OutputHeaderCPPWriter.WriteLine("// This file is automatically generated at compile-time to include a modified header file.");
OutputHeaderCPPWriter.WriteLine($"#include \"{HeaderFile.AbsolutePath.Replace('\\', '/')}\"");
string HeaderCPPFileName = $"{ModulePrefix}{BaseName}.Header.{Path.GetFileNameWithoutExtension(HeaderFile.AbsolutePath)}.cpp";
FileReference HeaderCPPFilePath = FileReference.Combine(IntermediateDirectory, HeaderCPPFileName);
AdaptiveFiles.Add(Graph.CreateIntermediateTextFile(HeaderCPPFilePath, OutputHeaderCPPWriter.ToString()));
// Add the header file to the working set that will invalidate the makefile if it changes.
Graph.AddFileToWorkingSet(HeaderFile);
AdaptiveHeaderFiles.Add(HeaderFile);
}
}
HashSet<FileItem> CandidateAdaptiveFiles = new HashSet<FileItem>();
CandidateAdaptiveFiles.UnionWith(CPPFiles);
CandidateAdaptiveFiles.UnionWith(HeaderFiles);
CandidateAdaptiveFiles.ExceptWith(AdaptiveFiles);
CandidateAdaptiveFiles.ExceptWith(AdaptiveHeaderFiles);
foreach (FileItem File in CandidateAdaptiveFiles)
{
Graph.AddCandidateForWorkingSet(File);
}
}
}
}