Files
UnrealEngineUWP/Engine/Source/Programs/ShaderCompileWorker/ShaderCompileWorker.Target.cs
Jason Nadro a673e16ce5 Added the ability to do Unreal Insights traces of the Shader Compiler Worker process.
This can be enabled by modifying `UnrealEngine\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml` like so:

    <?xml version="1.0" encoding="utf-8" ?>
    <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
        <BuildConfiguration>
            <bShaderCompilerWorkerTrace>true</bShaderCompilerWorkerTrace>
        </BuildConfiguration>
    </Configuration>

- Added a build configuration xml value, `bShaderCompilerWorkerTrace`.
- Turning this on will set USE_SHADER_COMPILER_WORKER_TRACE=1
- Move the parameter -nothreading to be set when we launch the process instead of internally as an extra cmd line arg.
- Unreal Insights uses a separate thread to send events so threading support is needed for the program.  When we have USE_SHADER_COMPILER_WORKER_TRACE enabled we need to turn off `-nothreading`.
- When USE_SHADER_COMPILER_WORKER_TRACE is enabled we pass in `-trace=default` to get CPU event markers.
- The SCW program needs to turn on the following defines to be able to perform CPU and memory traces:
	ENABLE_LOW_LEVEL_MEM_TRACKER=1
	UE_MEMORY_TAGS_TRACE_ENABLED=1
	UE_TRACE_ENABLED=1
- Instrument Shader Compiler Worker with TRACE_CPUPROFILER_EVENT_SCOPE.  This are no-ops when this is turned off.

todo: Make the shader compiler worker inherit the trace args from the main process it was launched from.

#rb Yuriy.ODonnell
#jira none
#preflight 634ef80269246074db9637c2

[CL 22625183 by Jason Nadro in ue5-main branch]
2022-10-19 10:33:36 -04:00

74 lines
2.9 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms(UnrealPlatformClass.Editor)]
public class ShaderCompileWorkerTarget : TargetRules
{
public ShaderCompileWorkerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Modular;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
LaunchModuleName = "ShaderCompileWorker";
if (bUseXGEController && (Target.Platform == UnrealTargetPlatform.Win64) && Configuration == UnrealTargetConfiguration.Development)
{
// The interception interface in XGE requires that the parent and child processes have different filenames on disk.
// To avoid building an entire separate worker just for this, we duplicate the ShaderCompileWorker in a post build step.
const string SrcPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\ShaderCompileWorker.exe";
const string DestPath = "$(EngineDir)\\Binaries\\$(TargetPlatform)\\XGEControlWorker.exe";
PostBuildSteps.Add(string.Format("echo Copying {0} to {1}", SrcPath, DestPath));
PostBuildSteps.Add(string.Format("copy /Y /B \"{0}\" /B \"{1}\" >nul:", SrcPath, DestPath));
AdditionalBuildProducts.Add(DestPath);
}
// Turn off various third party features we don't need
// Currently we force Lean and Mean mode
bBuildDeveloperTools = false;
// ShaderCompileWorker isn't localized, so doesn't need ICU
bCompileICU = false;
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
bCompileAgainstEngine = false;
bCompileAgainstCoreUObject = false;
bBuildWithEditorOnlyData = true;
bCompileCEF3 = false;
// Never use malloc profiling in ShaderCompileWorker.
bUseMallocProfiler = false;
// Force all shader formats to be built and included.
bForceBuildShaderFormats = true;
// ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
bIsBuildingConsoleApplication = true;
// Disable logging, as the workers are spawned often and logging will just slow them down
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
// Disable external profiling in ShaderCompiler to improve startup time
GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
// This removes another thread being created even when -nocrashreports is specified
GlobalDefinitions.Add("NOINITCRASHREPORTER=1");
if (bShaderCompilerWorkerTrace)
{
GlobalDefinitions.Add("ENABLE_LOW_LEVEL_MEM_TRACKER=1");
GlobalDefinitions.Add("UE_MEMORY_TAGS_TRACE_ENABLED=1");
GlobalDefinitions.Add("UE_TRACE_ENABLED=1");
}
}
}