Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/HTML5/HTML5ToolChain.cs
Josh Adams cf651e0c63 Change 2898947 on 2016/03/08 by Mark.Satterthwaite
Move the Apple Driver Monitor stats into their own stat groups, DriverMonitor has the common stats, DriverMonitorAMD/Intel/Nvidia have the vendor/GPU specific stats. The Metal and OpenGL RHIs update the driver monitor stats group for the current GPU at the appropriate time.

Change 2898950 on 2016/03/08 by Mark.Satterthwaite

	More shader cache code documentation.

Change 2898952 on 2016/03/08 by Michael.Trepka

	Check GPU driver version and warn of bad drivers only on Windows

Change 2898964 on 2016/03/08 by Mark.Satterthwaite

	Only verify the vertex attribute layout for Metal in debug builds or when using development with the debug layer turned on. It reduces performance significantly and isn't all that helpful unless you are attempting to debug a mismatch.

Change 2898973 on 2016/03/08 by Mark.Satterthwaite

	Switch uniform buffers to managed memory on Mac as this is more appropriate for AMD & Nvidia GPUs.

Change 2898988 on 2016/03/08 by Mark.Satterthwaite

	Simplify MetalContext by having only one SubmitCommandsHint implementation.

Change 2899011 on 2016/03/08 by Mark.Satterthwaite

	Duplicate 4.11 CL #2898988:

	Proper fix for UE-25804 - we have to manually expand PF_G8 + SRGB to RGBA8_sRGB - this then fixes UE-27483.
	#jira UE-25804
	#jira UE-27483

Change 2899024 on 2016/03/08 by Mark.Satterthwaite

	Duplicate 4.11 CL #2887365 & CL #2887583:

	Allow InfiltratorDemoEditor under Metal to issue a query buffer reset without crashing - the function that switches to the new query buffer needs to reapply some of the draw-state so that future commands don't dereference nil.
	#jira UE-27513

	My earlier fix for UE-27513 overlooked various internal details that meant it wouldn't restore state correctly, would fail validation and could crash in a new place. This version will ensure that cached state is only reset when it is appropriate to do so and will restore it correct when doing a query buffer reset.
	#jira UE-27513

Change 2899418 on 2016/03/08 by Daniel.Lamb

	Added support for textboxes in the editor to convert uasset filenames into long package names. As this is more useful to the cooker and more portable for projects.
	#codereview Matt.Kuhlenschmidt
	#jira UE-27785

Change 2899419 on 2016/03/08 by Daniel.Lamb

	Added support for passing -opengl command through to launch on if the editor is started with it.
	#codereview Michael.Trepka

Change 2900846 on 2016/03/09 by Mark.Satterthwaite

	Reimplement Metal object lifetime tracking as stats in the stat-group, though the old system is maintained as a debug-only tool that could (and probably should) be extended to track over/under-release bugs. Currently the texture count will be distorted by texture SRVs so will need improvement but other stats should be reliable. In order to properly report the number of buffers the TResourcePool policy class must now define a FreeResource function, so I've added them to the appropriate places too.

Change 2900853 on 2016/03/09 by Mark.Satterthwaite

	Optimise away empty encoders that don't perform a clear operation on AMD & Intel, but not Nvidia or non-Mac Metal devices. This should slightly improve performance.

Change 2900927 on 2016/03/09 by Mark.Satterthwaite

	Implemented operation threshold submission of Metal command buffers to keep the GPU busier and not just idle waiting for the CPU. Whenever rhi.Metal.CommandBufferCommitThreshold is set to a value >0 and the current command buffer has >= draw/dispatch operations outstanding then the command-buffer will be committed at the next encoder boundary. The default value is 100 operations which is currently arbitrary and the feature can be disabled by setting the value to <= 0 in which case only explicit submissions will occur as previously.

Change 2901310 on 2016/03/09 by Mark.Satterthwaite

	Change OneColor clear shader setup so that it works with parallel encoding in Metal.

Change 2903002 on 2016/03/10 by Mark.Satterthwaite

	Instantiate the OneColor shaders once in Metal.

Change 2903274 on 2016/03/10 by Mark.Satterthwaite

	Remove more unnecessary parallel execution stalls from MetalRHI.

Change 2903402 on 2016/03/10 by Mark.Satterthwaite

	Implement Metal support for index buffer SRVs.

Change 2903419 on 2016/03/10 by Mark.Satterthwaite

	Always use Managed memory on Mac Metal for buffers.

Change 2905206 on 2016/03/11 by Mark.Satterthwaite

	Worked around UE-27818 "ElementalDemo Causes Invalid Rendering on AMD GPUs" - recent changes to allow mesh particles to write to velocity leave a texture-buffer unbound & then use a uniform value & an if-branch to guard against access but AMD's Mac GL driver notices that the buffer is referenced in the shader but not bound & promptly tries to fallback to Apple's S/W renderer regardless of what the uniform value is. That's legal behaviour for an OpenGL implementation so the C++ code has been changed to allocate and write the current transforms into the buffer for OpenGL when they wouldn't otherwise be provided. This is sufficient to avoid the problem without affecting any other API.

Change 2906217 on 2016/03/11 by Nick.Shin

	re-enabled http network file server
	it was disabled in CL: #2790193

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 2908203 on 2016/03/14 by Michael.Trepka

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform). Everything but SSF lib.

Change 2908553 on 2016/03/14 by Mark.Satterthwaite

	Force a submit & wait in Metal when contexts are being destroyed to prevent kernel panics in drivers which continue to process the now abandoned command-queue and encounter invalid resources (because we destroy them on shutdown).

Change 2908595 on 2016/03/14 by Michael.Trepka

	Fixed iOS compile error in MetalUniformBuffer.cpp

	#codereview Mark.Satterthwaite

Change 2910106 on 2016/03/15 by Mark.Satterthwaite

	Use a dispatch_semaphore not an FEvent for Metal free-list synchronisation as the dispatch_worker threads can't be properly setup for FStats and this causes problems.

Change 2910107 on 2016/03/15 by Mark.Satterthwaite

	Fix Metal reporting of GPU memory through the RHI as it is in bytes, not MB.

Change 2910138 on 2016/03/15 by Mark.Satterthwaite

	Properly retain/release dispatch_semaphore for Metal command buffer completion block & allow uniform buffer creation on parallel encoding thread.

Change 2911735 on 2016/03/16 by Nick.Shin

	housekeeping

	removing extra and inconsistant whitespace as well as making tabs & spaces consistant

[CL 2936662 by Josh Adams in Main branch]
2016-04-07 12:59:50 -04:00

572 lines
20 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.IO;
using System.Linq;
namespace UnrealBuildTool
{
class HTML5ToolChain : VCToolChain
{
// Debug options -- TODO: add these to SDK/Project setup?
static bool bEnableTracing = false;
// cache the location of SDK tools
public HTML5ToolChain()
: base(CPPTargetPlatform.HTML5, false)
{
if (!HTML5SDKInfo.IsSDKInstalled())
{
throw new BuildException("HTML5 SDK is not installed; cannot use toolchain.");
}
// set some environment variable we'll need
// Environment.SetEnvironmentVariable("EMCC_DEBUG", "1");
Environment.SetEnvironmentVariable("EMCC_CORES", "8");
Environment.SetEnvironmentVariable("EMCC_OPTIMIZE_NORMALLY", "1");
}
public override void PreBuildSync()
{
Log.TraceInformation("Setting Emscripten SDK ");
HTML5SDKInfo.SetupEmscriptenTemp();
HTML5SDKInfo.SetUpEmscriptenConfigFile();
// set some environment variable we'll need.
// Forces emcc to use our generated .emscripten config, not the one in the users home directory.
Environment.SetEnvironmentVariable("EM_CONFIG", HTML5SDKInfo.DOT_EMSCRIPTEN);
Environment.SetEnvironmentVariable("EM_CACHE", HTML5SDKInfo.EMSCRIPTEN_CACHE);
}
static string GetSharedArguments_Global(CPPTargetConfiguration TargetConfiguration, string Architecture, bool bEnableShadowVariableWarning)
{
string Result = " ";
if (Architecture == "-win32") // simulator
{
return Result;
}
// Result += " -funsigned-char";
// Result += " -fno-strict-aliasing";
Result += " -fno-exceptions";
// Result += " -fno-short-enums";
Result += " -Wno-unused-value"; // appErrorf triggers this
Result += " -Wno-switch"; // many unhandled cases
Result += " -Wno-tautological-constant-out-of-range-compare"; // disables some warnings about comparisons from TCHAR being a char
// this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
Result += " -Wno-tautological-compare";
Result += " -Wno-inconsistent-missing-override"; // as of 1.35.0, overriding a member function but not marked as 'override' triggers warnings
// okay, in UE4, we'd fix the code for these, but in UE3, not worth it
Result += " -Wno-logical-op-parentheses"; // appErrorf triggers this
Result += " -Wno-array-bounds"; // some VectorLoads go past the end of the array, but it's okay in that case
// needed to suppress warnings about using offsetof on non-POD types.
Result += " -Wno-invalid-offsetof";
// we use this feature to allow static FNames.
Result += " -Wno-gnu-string-literal-operator-template";
if (bEnableShadowVariableWarning)
{
Result += " -Wshadow" + (BuildConfiguration.bShadowVariableErrors ? "" : " -Wno-error=shadow");
}
// JavsScript option overrides (see src/settings.js)
// we have to specify the full amount of memory with Asm.JS (1.5 G)
// I wonder if there's a per game way to change this.
int TotalMemory = 256 * 1024 * 1024;
Result += " -s TOTAL_MEMORY=" + TotalMemory.ToString();
// no need for exceptions
Result += " -s DISABLE_EXCEPTION_CATCHING=1";
// enable checking for missing functions at link time as opposed to runtime
Result += " -s WARN_ON_UNDEFINED_SYMBOLS=1";
// enable hardware accelerated and advanced instructions/functions
// Result += " -s USE_WEBGL2=1 -s FULL_ES3=1";
Result += " -s FULL_ES2=1";
Result += " -s SIMD=1";
// Result += " -s USE_PTHREADS=2"; // 2:polyfill -- SharedInt\d+Array available by ES7
// export console command handler. Export main func too because default exports ( e.g Main ) are overridden if we use custom exported functions.
Result += " -s EXPORTED_FUNCTIONS=\"['_main', '_resize_game', '_on_fatal']\"";
// NOTE: This may slow down the compiler's startup time!
{
Result += " -s NO_EXIT_RUNTIME=1 --memory-init-file 1";
}
if (bEnableTracing)
{
Result += " --tracing";
}
return Result;
}
static string GetCLArguments_Global(CPPEnvironment CompileEnvironment)
{
string Result = GetSharedArguments_Global(CompileEnvironment.Config.Target.Configuration, CompileEnvironment.Config.Target.Architecture, CompileEnvironment.Config.bEnableShadowVariableWarning);
if (CompileEnvironment.Config.Target.Architecture != "-win32") // ! simulator
{
// do we want debug info?
/* if (CompileEnvironment.Config.bCreateDebugInfo)
{
Result += " -g";
}*/
// Result += " -Wno-warn-absolute-paths "; // as of emscripten 1.35.0 complains that this is unknown
Result += " -Wno-reorder"; // we disable constructor order warnings.
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug || CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Development)
{
Result += " -s GL_ASSERTIONS=1";
}
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -O0";
}
else // development & shipiing
{
Result += " -s ASM_JS=1";
if (UEBuildConfiguration.bCompileForSize)
{
Result += " -Oz -s OUTLINING_LIMIT=40000";
}
else
{
Result += " -s OUTLINING_LIMIT=110000";
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Development)
{
Result += " -O2";
}
if (CompileEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Shipping)
{
Result += " -O3";
}
}
}
}
return Result;
}
static string GetCLArguments_CPP(CPPEnvironment CompileEnvironment)
{
string Result = "";
if (CompileEnvironment.Config.Target.Architecture != "-win32") // ! simulator
{
Result = " -std=c++11";
}
return Result;
}
static string GetCLArguments_C(string Architecture)
{
string Result = "";
return Result;
}
static string GetLinkArguments(LinkEnvironment LinkEnvironment)
{
string Result = GetSharedArguments_Global(LinkEnvironment.Config.Target.Configuration, LinkEnvironment.Config.Target.Architecture, false);
if (LinkEnvironment.Config.Target.Architecture != "-win32") // ! simulator
{
// suppress link time warnings
Result += " -Wno-ignored-attributes"; // function alias that always gets resolved
Result += " -Wno-parentheses"; // precedence order
Result += " -Wno-shift-count-overflow"; // 64bit is more than enough for shift 32
// enable verbose mode
Result += " -v";
if (LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug || LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Development)
{
// check for alignment/etc checking
// Result += " -s SAFE_HEAP=1";
//Result += " -s CHECK_HEAP_ALIGN=1";
//Result += " -s SAFE_DYNCALLS=1";
// enable assertions in non-Shipping/Release builds
Result += " -s ASSERTIONS=1";
}
if (LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Debug)
{
Result += " -O0";
}
else // development & shipping
{
Result += " -s ASM_JS=1";
if (UEBuildConfiguration.bCompileForSize)
{
Result += " -Oz -s OUTLINING_LIMIT=40000";
}
else
{
Result += " -s OUTLINING_LIMIT=110000";
if (LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Development)
{
Result += " -O2";
}
if (LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Shipping)
{
Result += " -O3";
}
}
}
Result += " -s CASE_INSENSITIVE_FS=1";
}
return Result;
}
static string GetLibArguments(LinkEnvironment LinkEnvironment)
{
string Result = "";
if (LinkEnvironment.Config.Target.Architecture == "-win32") // simulator
{
// Prevents the linker from displaying its logo for each invocation.
Result += " /NOLOGO";
// Prompt the user before reporting internal errors to Microsoft.
Result += " /errorReport:prompt";
// Win32 build
Result += " /MACHINE:x86";
// Always CONSOLE because of main()
Result += " /SUBSYSTEM:CONSOLE";
//
// Shipping & LTCG
//
if (LinkEnvironment.Config.Target.Configuration == CPPTargetConfiguration.Shipping)
{
// Use link-time code generation.
Result += " /ltcg";
}
return Result;
}
return Result;
}
public static void CompileOutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs Line)
{
var Output = Line.Data;
if (Output == null)
{
return;
}
Output = Output.Replace("\\", "/");
// Need to match following for clickable links
string RegexFilePath = @"^([\/A-Za-z0-9_\-\.]*)+\.(cpp|c|mm|m|hpp|h)";
string RegexFilePath2 = @"^([A-Z]:[\/A-Za-z0-9_\-\.]*)+\.(cpp|c|mm|m|hpp|h)";
string RegexLineNumber = @"\:\d+\:\d+\:";
string RegexDescription = @"(\serror:\s|\swarning:\s).*";
// Get Matches
string MatchFilePath = Regex.Match(Output, RegexFilePath).Value;
if (MatchFilePath.Length == 0)
{
MatchFilePath = Regex.Match(Output, RegexFilePath2).Value;
}
string MatchLineNumber = Regex.Match(Output, RegexLineNumber).Value;
string MatchDescription = Regex.Match(Output, RegexDescription).Value;
// If any of the above matches failed, do nothing
if (MatchFilePath.Length == 0 ||
MatchLineNumber.Length == 0 ||
MatchDescription.Length == 0)
{
Log.TraceWarning(Output);
return;
}
// Convert Path
string RegexStrippedPath = @"(Engine\/|[A-Za-z0-9_\-\.]*\/).*";
string ConvertedFilePath = Regex.Match(MatchFilePath, RegexStrippedPath).Value;
ConvertedFilePath = Path.GetFullPath(/*"..\\..\\" +*/ ConvertedFilePath);
// Extract Line + Column Number
string ConvertedLineNumber = Regex.Match(MatchLineNumber, @"\d+").Value;
string ConvertedColumnNumber = Regex.Match(MatchLineNumber, @"(?<=:\d+:)\d+").Value;
// Write output
string ConvertedExpression = " " + ConvertedFilePath + "(" + ConvertedLineNumber + "," + ConvertedColumnNumber + "):" + MatchDescription;
Log.TraceInformation(ConvertedExpression); // To create clickable vs link
Log.TraceInformation(Output); // To preserve readable output log
}
public override CPPOutput CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName)
{
if (CompileEnvironment.Config.Target.Architecture == "-win32") // simulator
{
return base.CompileCPPFiles(Target, CompileEnvironment, SourceFiles, ModuleName);
}
string Arguments = GetCLArguments_Global(CompileEnvironment);
CPPOutput Result = new CPPOutput();
// Add include paths to the argument list.
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.IncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
foreach (string IncludePath in CompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths)
{
Arguments += string.Format(" -I\"{0}\"", IncludePath);
}
// Add preprocessor definitions to the argument list.
foreach (string Definition in CompileEnvironment.Config.Definitions)
{
Arguments += string.Format(" -D{0}", Definition);
}
if (bEnableTracing)
{
Arguments += string.Format(" -D__EMSCRIPTEN_TRACING__");
}
var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
foreach (FileItem SourceFile in SourceFiles)
{
Action CompileAction = new Action(ActionType.Compile);
bool bIsPlainCFile = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant() == ".C";
// Add the C++ source file and its included files to the prerequisite item list.
AddPrerequisiteSourceFile(Target, BuildPlatform, CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems);
// Add the source file path to the command-line.
string FileArguments = string.Format(" \"{0}\"", SourceFile.AbsolutePath);
var ObjectFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.HTML5).GetBinaryExtension(UEBuildBinaryType.Object);
// Add the object file to the produced item list.
FileItem ObjectFile = FileItem.GetItemByFileReference(
FileReference.Combine(
CompileEnvironment.Config.OutputDirectory,
Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension
)
);
CompileAction.ProducedItems.Add(ObjectFile);
FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath);
// Add C or C++ specific compiler arguments.
if (bIsPlainCFile)
{
FileArguments += GetCLArguments_C(CompileEnvironment.Config.Target.Architecture);
}
else
{
FileArguments += GetCLArguments_CPP(CompileEnvironment);
}
CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
CompileAction.CommandPath = HTML5SDKInfo.Python();
CompileAction.CommandArguments = HTML5SDKInfo.EmscriptenCompiler() + " " + Arguments + FileArguments + CompileEnvironment.Config.AdditionalArguments;
//System.Console.WriteLine(CompileAction.CommandArguments);
CompileAction.StatusDescription = Path.GetFileName(SourceFile.AbsolutePath);
CompileAction.OutputEventHandler = new DataReceivedEventHandler(CompileOutputReceivedDataEventHandler);
// Don't farm out creation of precomputed headers as it is the critical path task.
CompileAction.bCanExecuteRemotely = CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create;
// this is the final output of the compile step (a .abc file)
Result.ObjectFiles.Add(ObjectFile);
// VC++ always outputs the source file name being compiled, so we don't need to emit this ourselves
CompileAction.bShouldOutputStatusDescription = true;
// Don't farm out creation of precompiled headers as it is the critical path task.
CompileAction.bCanExecuteRemotely =
CompileEnvironment.Config.PrecompiledHeaderAction != PrecompiledHeaderAction.Create ||
BuildConfiguration.bAllowRemotelyCompiledPCHs;
}
return Result;
}
public override CPPOutput CompileRCFiles(UEBuildTarget Target, CPPEnvironment Environment, List<FileItem> RCFiles)
{
CPPOutput Result = new CPPOutput();
if (Environment.Config.Target.Architecture == "-win32") // simulator
{
return base.CompileRCFiles(Target, Environment, RCFiles);
}
return Result;
}
/// <summary>
/// Translates clang output warning/error messages into vs-clickable messages
/// </summary>
/// <param name="sender"> Sending object</param>
/// <param name="e"> Event arguments (In this case, the line of string output)</param>
protected void RemoteOutputReceivedEventHandler(object sender, DataReceivedEventArgs e)
{
var Output = e.Data;
if (Output == null)
{
return;
}
if (Utils.IsRunningOnMono)
{
Log.TraceInformation(Output);
}
else
{
// Need to match following for clickable links
string RegexFilePath = @"^(\/[A-Za-z0-9_\-\.]*)+\.(cpp|c|mm|m|hpp|h)";
string RegexLineNumber = @"\:\d+\:\d+\:";
string RegexDescription = @"(\serror:\s|\swarning:\s).*";
// Get Matches
string MatchFilePath = Regex.Match(Output, RegexFilePath).Value.Replace("Engine/Source/../../", "");
string MatchLineNumber = Regex.Match(Output, RegexLineNumber).Value;
string MatchDescription = Regex.Match(Output, RegexDescription).Value;
// If any of the above matches failed, do nothing
if (MatchFilePath.Length == 0 ||
MatchLineNumber.Length == 0 ||
MatchDescription.Length == 0)
{
Log.TraceInformation(Output);
return;
}
// Convert Path
string RegexStrippedPath = @"\/Engine\/.*"; //@"(Engine\/|[A-Za-z0-9_\-\.]*\/).*";
string ConvertedFilePath = Regex.Match(MatchFilePath, RegexStrippedPath).Value;
ConvertedFilePath = Path.GetFullPath("..\\.." + ConvertedFilePath);
// Extract Line + Column Number
string ConvertedLineNumber = Regex.Match(MatchLineNumber, @"\d+").Value;
string ConvertedColumnNumber = Regex.Match(MatchLineNumber, @"(?<=:\d+:)\d+").Value;
// Write output
string ConvertedExpression = " " + ConvertedFilePath + "(" + ConvertedLineNumber + "," + ConvertedColumnNumber + "):" + MatchDescription;
Log.TraceInformation(ConvertedExpression); // To create clickable vs link
// Log.TraceInformation(Output); // To preserve readable output log
}
}
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly)
{
if (LinkEnvironment.Config.Target.Architecture == "-win32") // simulator
{
return base.LinkFiles(LinkEnvironment, bBuildImportLibraryOnly);
}
FileItem OutputFile;
// Make the final javascript file
Action LinkAction = new Action(ActionType.Link);
// ResponseFile lines.
List<string> ReponseLines = new List<string>();
LinkAction.bCanExecuteRemotely = false;
LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
LinkAction.CommandPath = HTML5SDKInfo.Python();
LinkAction.CommandArguments = HTML5SDKInfo.EmscriptenCompiler();
ReponseLines.Add(GetLinkArguments(LinkEnvironment));
// Add the input files to a response file, and pass the response file on the command-line.
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
{
//System.Console.WriteLine("File {0} ", InputFile.AbsolutePath);
ReponseLines.Add(string.Format(" \"{0}\"", InputFile.AbsolutePath));
LinkAction.PrerequisiteItems.Add(InputFile);
}
if (!LinkEnvironment.Config.bIsBuildingLibrary)
{
// Make sure ThirdParty libs are at the end.
List<string> ThirdParty = (from Lib in LinkEnvironment.Config.AdditionalLibraries
where Lib.Contains("ThirdParty")
select Lib).ToList();
LinkEnvironment.Config.AdditionalLibraries.RemoveAll(Element => Element.Contains("ThirdParty"));
LinkEnvironment.Config.AdditionalLibraries.AddRange(ThirdParty);
foreach (string InputFile in LinkEnvironment.Config.AdditionalLibraries)
{
FileItem Item = FileItem.GetItemByPath(InputFile);
if (Item.AbsolutePath.Contains(".lib"))
continue;
if (Item != null)
{
if (Item.ToString().Contains(".js"))
ReponseLines.Add(string.Format(" --js-library \"{0}\"", Item.AbsolutePath));
else
ReponseLines.Add(string.Format(" \"{0}\"", Item.AbsolutePath));
LinkAction.PrerequisiteItems.Add(Item);
}
}
}
// make the file we will create
OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.Config.OutputFilePath);
LinkAction.ProducedItems.Add(OutputFile);
ReponseLines.Add(string.Format(" -o \"{0}\"", OutputFile.AbsolutePath));
FileItem OutputBC = FileItem.GetItemByPath(LinkEnvironment.Config.OutputFilePath.FullName.Replace(".js", ".bc").Replace(".html", ".bc"));
LinkAction.ProducedItems.Add(OutputBC);
ReponseLines.Add(" --emit-symbol-map " + string.Format(" --save-bc \"{0}\"", OutputBC.AbsolutePath));
LinkAction.StatusDescription = Path.GetFileName(OutputFile.AbsolutePath);
FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile);
LinkAction.CommandArguments += string.Format(" @\"{0}\"", ResponseFile.Create(ResponseFileName, ReponseLines));
LinkAction.OutputEventHandler = new DataReceivedEventHandler(RemoteOutputReceivedEventHandler);
return OutputFile;
}
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile)
{
throw new BuildException("HTML5 cannot compile C# files");
}
public override void ModifyBuildProducts(UEBuildBinary Binary, Dictionary<FileReference, BuildProductType> BuildProducts)
{
// we need to include the generated .mem and .symbols file.
if (Binary.Config.Type != UEBuildBinaryType.StaticLibrary)
{
BuildProducts.Add(Binary.Config.OutputFilePath + ".mem", BuildProductType.RequiredResource);
BuildProducts.Add(Binary.Config.OutputFilePath + ".symbols", BuildProductType.RequiredResource);
}
}
};
}