Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Public/DerivedDataBuildFunction.h
devin doucette 6657806302 DDC: Added UE::DerivedData::IBuildFunction and related types
IBuildFunction and the associated build context types define the interface for new derived data build functions. The inputs to a build function are referenced by FBuildDefinition. This only includes the functionality required to implement and register a build function, and does not include the functionality required to execute a build starting from a build definition.

#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 16278733 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v799-16237190)

[CL 16279132 by devin doucette in ue5-release-engine-test branch]
2021-05-11 16:33:17 -04:00

133 lines
5.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Containers/StringView.h"
#include "Memory/MemoryFwd.h"
class FCbObject;
class FCompressedBuffer;
namespace UE::DerivedData { class FBuildCacheContext; }
namespace UE::DerivedData { class FBuildContext; }
namespace UE::DerivedData { class FCacheBucket; }
namespace UE::DerivedData { class FPayload; }
namespace UE::DerivedData { struct FPayloadId; }
namespace UE::DerivedData { enum class ECachePolicy : uint8; }
namespace UE::DerivedData
{
/**
* A build function is referenced by a build definition as the way to build its inputs.
*
* Functions are expected to be pure and maintain no state. Inputs are provided through the build
* context, and outputs are saved through the build context.
*
* Functions have a version which is used as a proxy for their code. Any code changes that affect
* the behavior of a function must have a corresponding change in the function version.
*
* Functions must be registered by a build function factory to be available to the build system.
*
* @see TBuildFunctionFactory
*/
class IBuildFunction
{
public:
virtual ~IBuildFunction() = default;
/** Returns the name of the build function, which identifies it in a build definition. */
virtual FStringView GetName() const = 0;
/** Returns the version of the build function, which must change when the function changes. */
virtual FGuid GetVersion() const = 0;
/**
* Determines the cache bucket and cache policy to use for the build.
*
* Default behavior is to use the function name as the cache bucket and ECachePolicy::Default.
*/
virtual void Cache(FBuildCacheContext& Context) const {}
/**
* Build the output for the input in the build context.
*
* Asynchronous build completion is possible by using BeginAsyncBuild and EndAsyncBuild provided
* on the build context. Otherwise, the build is complete when this function returns.
*/
virtual void Build(FBuildContext& Context) const = 0;
/** Whether the build may be executed on any thread and concurrently with any other build. */
virtual bool AllowsParallelBuild() const { return true; }
/** Whether the build may be executed externally, in another process or on a remote agent. */
virtual bool AllowsExternalBuild() const { return false; }
/**
* Whether the build produces deterministic output.
*
* Builds must strive to always produce the same output for a given input. Depending on external
* code can make this infeasible for some build functions. To opt out of automatic validation of
* build determinism, override this function to return false.
*/
virtual bool IsDeterministic() const { return true; }
};
/** A build context provides the inputs for a build function and saves its outputs. */
class FBuildContext
{
public:
/** Returns the constant with the matching key, or an object with no fields if not found. */
virtual FCbObject GetConstant(FStringView Key) const = 0;
/** Returns the input with the matching key, or a null buffer if not found. */
virtual FSharedBuffer GetInput(FStringView Key) const = 0;
/** Adds a payload to the build output. Must have a non-null buffer and a unique ID. */
virtual void AddPayload(const FPayload& Payload) = 0;
virtual void AddPayload(const FPayloadId& Id, const FCompressedBuffer& Buffer) = 0;
virtual void AddPayload(const FPayloadId& Id, const FSharedBuffer& Buffer) = 0;
virtual void AddPayload(const FPayloadId& Id, const FCbObject& Object) = 0;
/** Overrides the default cache policy used when writing this build in the cache. */
virtual void SetCachePolicy(ECachePolicy Policy) = 0;
/**
* Make this an asynchronous build by giving the caller responsibility for completing the build.
*
* This is an advanced feature that bypasses many of the safety checks that are available within
* the scope of the synchronous build function. Take extra care to only consume inputs available
* in the build context and avoid reading any global state.
*
* This may be called at most once on a build context. The caller becomes responsible for ending
* the build by calling EndAsyncBuild on this context once the build has finished. Once an async
* build has begun, it may end from any thread, but the context may only be used from one thread
* at a time.
*/
virtual void BeginAsyncBuild() = 0;
/**
* Mark the end of an asynchronous build.
*
* It is invalid to call any other function on the build context after calling this.
*/
virtual void EndAsyncBuild() = 0;
};
/** A build cache context allows cache behavior to be modified based on constant inputs. */
class FBuildCacheContext
{
public:
/** Returns the constant with the matching key, or an object with no fields if not found. */
virtual FCbObject GetConstant(FStringView Key) const = 0;
/** Overrides the default cache bucket used when reading or writing this build in the cache. */
virtual void SetCacheBucket(FCacheBucket Bucket) = 0;
/** Overrides the default cache policy used when reading or writing this build in the cache. */
virtual void SetCachePolicy(ECachePolicy Policy) = 0;
};
} // UE::DerivedData