Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Linux/UEBuildLinux.cs
Andrew Grant d077828526 Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden

 Change 2777555 on 2015/11/23 by Antony.Carter

	Friend List Sub Menu restyling to new designs

	#RB Nicholas.Davies
	#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.

Change 2777506 on 2015/11/23 by Andrew.Rodham

	Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused

	This addresses UE-23423

	#tests Tested copy/paste inside and outside of sequencer
	#codereview Max.Chen
	#rb Max.Chen

Change 2777505 on 2015/11/23 by Andrew.Rodham

	Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly

	This addresses UE-23450

	#tests tested the repro steps on the bug
	#codereview Max.Chen
	#rb Max.Chen

Change 2777489 on 2015/11/23 by Andrew.Rodham

	Sequencer: Workflow optimizations for spawnables

	 - Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
	 - Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
	 - Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
	 - Selection states are now remembered for spawnable objects when they are destroyed/re-spawned

	#codereview Max.Chen
	#tests tested loks of object types as spawnables in PIE and in editor
	#rb Max.Chen

Change 2777321 on 2015/11/23 by Terence.Burns

	Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.

	#rb Dmitriy.Dyomin
	#Tests Run the RebuildLightmaps UAT script.

Change 2777091 on 2015/11/22 by Andrew.Grant

	Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.

	#rb none
	#tests Golden path in game, cooked content
	#codereview Nick.Penwarden, Michael.Noland

Change 2777037 on 2015/11/22 by Laurent.Delayen

	Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675

	#rb martin.wilson
	#codereview martin.wilson
	#tests Golden path (PIE) + compiled for PS4

Change 2777030 on 2015/11/22 by Sam.Zamani

	#online,externalui,ps4
	- added footer option for closing the embedded web browser

	#rb none
	#tests exec command to try on ps4

Change 2777019 on 2015/11/22 by Marcus.Wassmer

	Possible fix for OR-9851
	#rb none
	#test GoldenPath, PS4
	#codereview Nick.Darnell,Matt.Kuhlenschmidt

Change 2776932 on 2015/11/22 by Max.Chen

	Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.

	#RB none
	#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.

Change 2776900 on 2015/11/21 by Marcus.Wassmer

	HighQuality particle lights.
	#rb Brian.Karis
	#test GoldenPath, HQ Particles w/wo ShadowCasting.
	#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek

Change 2776868 on 2015/11/21 by Brian.Karis

	Reduced temporal aa responsiveness back where it was.

Change 2776867 on 2015/11/21 by Brian.Karis

	Removed shading terminator bias meant for shadow map acne but it made character faces look worse.

Change 2776840 on 2015/11/21 by Brian.Karis

	Hair indirect lighting implemented.

	Improvements to hair shading model. No longer uses backlit parameter.

	#rb marcus.wassmer
	#tests editor

Change 2776748 on 2015/11/21 by Max.Preussner

	Sequencer: Continued to implement track label editor

	Note: still disabled, because there are a couple remaining issues

	#codereview: max.chen
	#rb: max.chen
	#test: Editor, Runtime

Change 2776493 on 2015/11/20 by Max.Preussner

	Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section

	#codereview: max.chen
	#rb: max.chen
2015-11-24 16:45:24 -05:00

453 lines
15 KiB
C#

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
namespace UnrealBuildTool
{
class LinuxPlatformContext : UEBuildPlatformContext
{
public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
{
}
/// <summary>
/// The current architecture
/// </summary>
public override string GetActiveArchitecture()
{
return LinuxPlatform.DefaultArchitecture;
}
/// <summary>
/// Get name for architecture-specific directories (can be shorter than architecture name itself)
/// </summary>
public override string GetActiveArchitectureFolderName()
{
// shorten the string (heuristically)
string Arch = GetActiveArchitecture();
uint Sum = 0;
int Len = Arch.Length;
for (int Index = 0; Index < Len; ++Index)
{
Sum += (uint)(Arch[Index]);
Sum <<= 1; // allowed to overflow
}
return Sum.ToString("X");
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
if (!UEBuildConfiguration.bBuildRequiresCookedData)
{
if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
}
}
// allow standalone tools to use target platform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (UEBuildConfiguration.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
}
if (bBuildShaderFormats)
{
// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
}
}
}
/// <summary>
/// Gives the platform a chance to 'override' the configuration settings
/// that are overridden on calls to RunUBT.
/// </summary>
/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
{
ValidateUEBuildConfiguration();
}
/// <summary>
/// Validate configuration for this platform
/// NOTE: This function can/will modify BuildConfiguration!
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
{
UEBuildConfiguration.bCompileSimplygon = false;
}
/// <summary>
/// Validate the UEBuildConfiguration for this platform
/// This is called BEFORE calling UEBuildConfiguration to allow setting
/// various fields used in that function such as CompileLeanAndMean...
/// </summary>
public override void ValidateUEBuildConfiguration()
{
if (ProjectFileGenerator.bGenerateProjectFiles && !ProjectFileGenerator.bGeneratingRocketProjectFiles)
{
// When generating non-Rocket project files we need intellisense generator to include info from all modules,
// including editor-only third party libs
UEBuildConfiguration.bCompileLeanAndMeanUE = false;
}
BuildConfiguration.bUseUnityBuild = true;
// Don't stop compilation at first error...
BuildConfiguration.bStopXGECompilationAfterErrors = true;
BuildConfiguration.bUseSharedPCHs = false;
}
/// <summary>
/// Setup the target environment for building
/// </summary>
/// <param name="InBuildTarget"> The target being built</param>
public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
if (GetActiveArchitecture().StartsWith("arm"))
{
InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
}
// link with Linux libraries.
InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
// Disable Simplygon support if compiling against the NULL RHI.
if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
{
UEBuildConfiguration.bCompileSimplygon = false;
}
if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
{
// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
UEBuildConfiguration.bCompileICU = false;
}
}
/// <summary>
/// Whether this platform should create debug information or not
/// </summary>
/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
/// <returns>bool true if debug info should be generated, false if not</returns>
public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
{
switch (Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
case UnrealTargetConfiguration.Debug:
default:
return true;
};
}
/// <summary>
/// Creates a toolchain instance for the given platform.
/// </summary>
/// <param name="Platform">The platform to create a toolchain for</param>
/// <returns>New toolchain instance.</returns>
public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
{
return new LinuxToolChain(this);
}
/// <summary>
/// Create a build deployment handler
/// </summary>
/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
/// <param name="DeploymentHandler">The output deployment handler</param>
/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
public override UEBuildDeploy CreateDeploymentHandler()
{
return null;
}
}
class LinuxPlatform : UEBuildPlatform
{
/// <summary>
/// Linux architecture (compiler target triplet)
/// </summary>
// FIXME: for now switching between architectures is hard-coded
public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
LinuxPlatformSDK SDK;
/// <summary>
/// Constructor
/// </summary>
public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
{
SDK = InSDK;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
/// </summary>
public override SDKStatus HasRequiredSDKsInstalled()
{
return SDK.HasRequiredSDKsInstalled();
}
/// <summary>
/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
/// </summary>
/// <returns>True if the architecture name should be appended to the binary</returns>
public override bool RequiresArchitectureSuffix()
{
// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
return false;
}
public override bool CanUseXGE()
{
// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
return false;
}
/// <summary>
/// Get the extension to use for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".so";
case UEBuildBinaryType.Executable:
return "";
case UEBuildBinaryType.StaticLibrary:
return ".a";
case UEBuildBinaryType.Object:
return ".o";
case UEBuildBinaryType.PrecompiledHeader:
return ".gch";
}
return base.GetBinaryExtension(InBinaryType);
}
/// <summary>
/// Get the extension to use for debug info for the given binary type
/// </summary>
/// <param name="InBinaryType"> The binary type being built</param>
/// <returns>string The debug info extension (i.e. 'pdb')</returns>
public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
{
return "";
}
/// <summary>
/// Whether PDB files should be used
/// </summary>
/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
/// <returns>bool true if PDB files should be used, false if not</returns>
public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
{
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
{
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
{
if (!UEBuildConfiguration.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (UEBuildConfiguration.bBuildDeveloperTools)
{
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
{
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
}
}
}
/// <summary>
/// Creates a context for the given project on the current platform.
/// </summary>
/// <param name="ProjectFile">The project file for the current target</param>
/// <returns>New platform context object</returns>
public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
{
return new LinuxPlatformContext(ProjectFile);
}
}
class LinuxPlatformSDK : UEBuildPlatformSDK
{
/// <summary>
/// This is the SDK version we support
/// </summary>
static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
{
{ "x86_64-unknown-linux-gnu", "v6_clang-3.6.0_ld-2.24_glibc-2.12.2" },
{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
};
/// <summary>
/// Platform name (embeds architecture for now)
/// </summary>
static private string TargetPlatformName = "Linux_x64";
/// <summary>
/// Whether platform supports switching SDKs during runtime
/// </summary>
/// <returns>true if supports</returns>
protected override bool PlatformSupportsAutoSDKs()
{
return true;
}
/// <summary>
/// Returns platform-specific name used in SDK repository
/// </summary>
/// <returns>path to SDK Repository</returns>
public override string GetSDKTargetPlatformName()
{
return TargetPlatformName;
}
/// <summary>
/// Returns SDK string as required by the platform
/// </summary>
/// <returns>Valid SDK string</returns>
protected override string GetRequiredSDKString()
{
string SDKString;
if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
{
throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
}
return SDKString;
}
protected override String GetRequiredScriptVersionString()
{
return "3.0";
}
protected override bool PreferAutoSDK()
{
// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
return true;
}
/// <summary>
/// Whether the required external SDKs are installed for this platform
/// </summary>
protected override SDKStatus HasRequiredManualSDKInternal()
{
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
{
return SDKStatus.Valid;
}
string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
// we don't have an LINUX_ROOT specified
if (String.IsNullOrEmpty(BaseLinuxPath))
return SDKStatus.Invalid;
// paths to our toolchains
BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
if (File.Exists(ClangPath))
return SDKStatus.Valid;
return SDKStatus.Invalid;
}
}
class LinuxPlatformFactory : UEBuildPlatformFactory
{
/// <summary>
/// Register the platform with the UEBuildPlatform class
/// </summary>
public override void RegisterBuildPlatforms()
{
LinuxPlatformSDK SDK = new LinuxPlatformSDK();
SDK.ManageAndValidateSDK();
if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
{
bool bRegisterBuildPlatform = true;
string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
if (File.Exists(LinuxTargetPlatformFile) == false)
{
bRegisterBuildPlatform = false;
}
if (bRegisterBuildPlatform == true)
{
// Register this build platform for Linux
if (BuildConfiguration.bPrintDebugInfo)
{
Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
}
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
}
}
}
}
}