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625 lines
20 KiB
C#
625 lines
20 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Diagnostics;
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using System.IO;
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using EpicGames.Core;
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using System.Text.RegularExpressions;
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#nullable disable
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namespace UnrealBuildTool
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{
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/** Architecture as stored in the ini. */
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enum LinuxArchitecture
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{
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/** x86_64, most commonly used architecture.*/
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X86_64UnknownLinuxGnu,
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/** A.k.a. AArch32, ARM 32-bit with hardware floats */
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ArmUnknownLinuxGnueabihf,
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/** AArch64, ARM 64-bit */
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AArch64UnknownLinuxGnueabi,
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/** i686, Intel 32-bit */
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I686UnknownLinuxGnu
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}
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/// <summary>
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/// Linux-specific target settings
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/// </summary>
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public partial class LinuxTargetRules
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{
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxTargetRules()
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{
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XmlConfig.ApplyTo(this);
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}
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/// <summary>
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/// Enables address sanitizer (ASan)
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/// </summary>
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[CommandLine("-EnableASan")]
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[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableAddressSanitizer")]
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public bool bEnableAddressSanitizer = false;
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/// <summary>
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/// Enables thread sanitizer (TSan)
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/// </summary>
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[CommandLine("-EnableTSan")]
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[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableThreadSanitizer")]
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public bool bEnableThreadSanitizer = false;
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/// <summary>
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/// Enables undefined behavior sanitizer (UBSan)
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/// </summary>
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[CommandLine("-EnableUBSan")]
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[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableUndefinedBehaviorSanitizer")]
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public bool bEnableUndefinedBehaviorSanitizer = false;
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/// <summary>
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/// Enables memory sanitizer (MSan)
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/// </summary>
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[CommandLine("-EnableMSan")]
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[XmlConfigFile(Category = "BuildConfiguration", Name = "bEnableMemorySanitizer")]
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public bool bEnableMemorySanitizer = false;
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/// <summary>
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/// Enables "thin" LTO
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/// </summary>
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[CommandLine("-ThinLTO")]
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public bool bEnableThinLTO = false;
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/// <summary>
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/// Whether or not to preserve the portable symbol file produced by dump_syms
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/// </summary>
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[ConfigFile(ConfigHierarchyType.Engine, "/Script/LinuxPlatform.LinuxTargetSettings")]
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public bool bPreservePSYM = false;
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}
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/// <summary>
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/// Read-only wrapper for Linux-specific target settings
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/// </summary>
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public partial class ReadOnlyLinuxTargetRules
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{
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/// <summary>
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/// Accessors for fields on the inner TargetRules instance
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/// </summary>
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#region Read-only accessor properties
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#if !__MonoCS__
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#pragma warning disable CS1591
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#endif
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public bool bPreservePSYM
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{
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get { return Inner.bPreservePSYM; }
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}
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public bool bEnableAddressSanitizer
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{
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get { return Inner.bEnableAddressSanitizer; }
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}
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public bool bEnableThreadSanitizer
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{
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get { return Inner.bEnableThreadSanitizer; }
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}
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public bool bEnableUndefinedBehaviorSanitizer
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{
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get { return Inner.bEnableUndefinedBehaviorSanitizer; }
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}
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public bool bEnableMemorySanitizer
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{
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get { return Inner.bEnableMemorySanitizer; }
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}
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public bool bEnableThinLTO
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{
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get { return Inner.bEnableThinLTO; }
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}
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#if !__MonoCS__
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#pragma warning restore CS1591
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#endif
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#endregion
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}
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class LinuxPlatform : UEBuildPlatform
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{
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/// <summary>
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/// Linux host architecture (compiler target triplet)
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/// </summary>
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public const string DefaultHostArchitecture = "x86_64-unknown-linux-gnu";
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/// <summary>
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/// SDK in use by the platform
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/// </summary>
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protected LinuxPlatformSDK SDK;
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxPlatform(LinuxPlatformSDK InSDK)
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: this(UnrealTargetPlatform.Linux, InSDK)
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{
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SDK = InSDK;
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}
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public LinuxPlatform(UnrealTargetPlatform UnrealTarget, LinuxPlatformSDK InSDK)
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: base(UnrealTarget, InSDK)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Find the default architecture for the given project
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/// </summary>
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public override string GetDefaultArchitecture(FileReference ProjectFile)
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{
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if (Platform == UnrealTargetPlatform.LinuxAArch64)
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{
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return "aarch64-unknown-linux-gnueabi";
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}
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else
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{
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return "x86_64-unknown-linux-gnu";
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}
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}
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/// <summary>
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/// Get name for architecture-specific directories (can be shorter than architecture name itself)
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/// </summary>
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public override string GetFolderNameForArchitecture(string Architecture)
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{
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// shorten the string (heuristically)
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uint Sum = 0;
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int Len = Architecture.Length;
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for (int Index = 0; Index < Len; ++Index)
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{
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Sum += (uint)(Architecture[Index]);
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Sum <<= 1; // allowed to overflow
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}
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return Sum.ToString("X");
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}
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public override void ResetTarget(TargetRules Target)
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{
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ValidateTarget(Target);
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}
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public override void ValidateTarget(TargetRules Target)
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{
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if(Target.LinuxPlatform.bEnableThinLTO)
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{
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Target.bAllowLTCG = true;
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}
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if (!Target.IsNameOverriden())
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{
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string SanitizerSuffix = null;
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if (Target.LinuxPlatform.bEnableAddressSanitizer)
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{
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SanitizerSuffix = "ASan";
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}
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else if (Target.LinuxPlatform.bEnableThreadSanitizer)
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{
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SanitizerSuffix = "TSan";
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}
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else if (Target.LinuxPlatform.bEnableUndefinedBehaviorSanitizer)
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{
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SanitizerSuffix = "UBSan";
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}
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else if (Target.LinuxPlatform.bEnableMemorySanitizer)
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{
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SanitizerSuffix = "MSan";
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}
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if (!String.IsNullOrEmpty(SanitizerSuffix))
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{
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Target.Name = Target.Name + "-" + SanitizerSuffix;
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}
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}
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if (Target.bAllowLTCG && Target.LinkType != TargetLinkType.Monolithic)
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{
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throw new BuildException("LTO (LTCG) for modular builds is not supported (lld is not currently used for dynamic libraries).");
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}
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// depends on arch, APEX cannot be as of November'16 compiled for AArch32/64
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Target.bCompileAPEX = Target.Architecture.StartsWith("x86_64");
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Target.bCompileNvCloth = Target.Architecture.StartsWith("x86_64");
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if (Target.GlobalDefinitions.Contains("USE_NULL_RHI=1"))
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{
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Target.bCompileCEF3 = false;
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}
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// check if OS update invalidated our build
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Target.bCheckSystemHeadersForModification = (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux);
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Target.bCompileISPC = Target.Architecture.StartsWith("x86_64");
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}
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/// <summary>
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/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
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/// </summary>
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/// <returns>True if the architecture name should be appended to the binary</returns>
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public override bool RequiresArchitectureSuffix()
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{
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// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false;
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}
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public override bool CanUseXGE()
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{
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// [RCL] 2018-05-02: disabling XGE even during a native build because the support is not ready and you can have mysterious build failures when ib_console is installed.
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// [RCL] 2018-07-10: enabling XGE for Windows to see if the crash from 2016 still persists. Please disable if you see spurious build errors that don't repro without XGE
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// [bschaefer] 2018-08-24: disabling XGE due to a bug where XGE seems to be lower casing folders names that are headers ie. misc/Header.h vs Misc/Header.h
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// [bschaefer] 2018-10-04: enabling XGE as an update in xgConsole seems to have fixed it for me
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// [bschaefer] 2018-12-17: disable XGE again, as the same issue before seems to still be happening but intermittently
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// [bschaefer] 2019-6-13: enable XGE, as the bug from before is now fixed
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return BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64;
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}
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public override bool CanUseParallelExecutor()
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{
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// No known problems with parallel executor, always use for build machines
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return true;
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}
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/// <summary>
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/// Determines if the given name is a build product for a target.
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/// </summary>
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/// <param name="FileName">The name to check</param>
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/// <param name="NamePrefixes">Target or application names that may appear at the start of the build product name (eg. "UnrealEditor", "ShooterGameEditor")</param>
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/// <param name="NameSuffixes">Suffixes which may appear at the end of the build product name</param>
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/// <returns>True if the string matches the name of a build product, false otherwise</returns>
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public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
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{
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if (FileName.StartsWith("lib"))
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{
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return IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".a")
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|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".so")
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|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".sym")
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|| IsBuildProductName(FileName, 3, FileName.Length - 3, NamePrefixes, NameSuffixes, ".debug");
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}
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else
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{
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return IsBuildProductName(FileName, NamePrefixes, NameSuffixes, "")
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|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".so")
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|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".a")
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|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".sym")
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|| IsBuildProductName(FileName, NamePrefixes, NameSuffixes, ".debug");
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}
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return "";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extensions to use for debug info for the given binary type
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/// </summary>
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/// <param name="InTarget">Rules for the target being built</param>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string[] The debug info extensions (i.e. 'pdb')</returns>
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public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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case UEBuildBinaryType.Executable:
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if (InTarget.LinuxPlatform.bPreservePSYM)
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{
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return new string[] {".psym", ".sym", ".debug"};
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}
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else
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{
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return new string[] {".sym", ".debug"};
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}
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}
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return new string [] {};
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
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{
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// don't do any target platform stuff if SDK is not available
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if (!UEBuildPlatform.IsPlatformAvailable(Platform))
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{
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return;
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}
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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if (!Target.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (Target.bBuildDeveloperTools)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (Target.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
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}
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}
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
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{
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bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
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if (!Target.bBuildRequiresCookedData)
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{
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if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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}
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}
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// allow standalone tools to use target platform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (Target.bForceBuildTargetPlatforms)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxAArch64TargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
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Rules.DynamicallyLoadedModuleNames.Add("VulkanShaderFormat");
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatVectorVM");
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}
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}
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}
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public virtual void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
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{
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CompileEnvironment.Definitions.Add("PLATFORM_LINUX=1");
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CompileEnvironment.Definitions.Add("PLATFORM_UNIX=1");
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CompileEnvironment.Definitions.Add("LINUX=1"); // For libOGG
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// this define does not set jemalloc as default, just indicates its support
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CompileEnvironment.Definitions.Add("PLATFORM_SUPPORTS_JEMALLOC=1");
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// LinuxAArch64 uses only Linux header files
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CompileEnvironment.Definitions.Add("OVERRIDE_PLATFORM_HEADER_NAME=Linux");
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CompileEnvironment.Definitions.Add("PLATFORM_LINUXAARCH64=" +
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(Target.Platform == UnrealTargetPlatform.LinuxAArch64 ? "1" : "0"));
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="Target">Settings for the target being compiled</param>
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/// <param name="CompileEnvironment">The compile environment for this target</param>
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/// <param name="LinkEnvironment">The link environment for this target</param>
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public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
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{
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// During the native builds, check the system includes as well (check toolchain when cross-compiling?)
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string BaseLinuxPath = SDK.GetBaseLinuxPathForArchitecture(Target.Architecture);
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux && String.IsNullOrEmpty(BaseLinuxPath))
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{
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CompileEnvironment.SystemIncludePaths.Add(new DirectoryReference("/usr/include"));
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}
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if (CompileEnvironment.bPGOOptimize != LinkEnvironment.bPGOOptimize)
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{
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throw new BuildException("Inconsistency between PGOOptimize settings in Compile ({0}) and Link ({1}) environments",
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CompileEnvironment.bPGOOptimize,
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LinkEnvironment.bPGOOptimize
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);
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}
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if (CompileEnvironment.bPGOProfile != LinkEnvironment.bPGOProfile)
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{
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throw new BuildException("Inconsistency between PGOProfile settings in Compile ({0}) and Link ({1}) environments",
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CompileEnvironment.bPGOProfile,
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LinkEnvironment.bPGOProfile
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);
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}
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if (CompileEnvironment.bPGOOptimize)
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{
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DirectoryReference BaseDir = UnrealBuildTool.EngineDirectory;
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if (Target.ProjectFile != null)
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{
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BaseDir = DirectoryReference.FromFile(Target.ProjectFile);
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}
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CompileEnvironment.PGODirectory = Path.Combine(BaseDir.FullName, "Build", Target.Platform.ToString(), "PGO").Replace('\\', '/') + "/";
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CompileEnvironment.PGOFilenamePrefix = "profile.profdata";
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LinkEnvironment.PGODirectory = CompileEnvironment.PGODirectory;
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LinkEnvironment.PGOFilenamePrefix = CompileEnvironment.PGOFilenamePrefix;
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}
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// For consistency with other platforms, also enable LTO whenever doing profile-guided optimizations.
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// Obviously both PGI (instrumented) and PGO (optimized) binaries need to have that
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if (CompileEnvironment.bPGOProfile || CompileEnvironment.bPGOOptimize)
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{
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CompileEnvironment.bAllowLTCG = true;
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LinkEnvironment.bAllowLTCG = true;
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}
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if (CompileEnvironment.bAllowLTCG != LinkEnvironment.bAllowLTCG)
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{
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throw new BuildException("Inconsistency between LTCG settings in Compile ({0}) and Link ({1}) environments",
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CompileEnvironment.bAllowLTCG,
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LinkEnvironment.bAllowLTCG
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);
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}
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// link with Linux libraries.
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LinkEnvironment.SystemLibraries.Add("pthread");
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// let this class or a sub class do settings specific to that class
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SetUpSpecificEnvironment(Target, CompileEnvironment, LinkEnvironment);
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="Target">The target being built</param>
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/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
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{
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switch (Target.Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
|
|
case UnrealTargetConfiguration.Debug:
|
|
default:
|
|
return true;
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a toolchain instance for the given platform.
|
|
/// </summary>
|
|
/// <param name="Target">The target being built</param>
|
|
/// <returns>New toolchain instance.</returns>
|
|
public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
|
|
{
|
|
LinuxToolChainOptions Options = LinuxToolChainOptions.None;
|
|
|
|
if (Target.LinuxPlatform.bEnableAddressSanitizer)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableAddressSanitizer;
|
|
|
|
if (Target.LinkType != TargetLinkType.Monolithic)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableSharedSanitizer;
|
|
}
|
|
}
|
|
if (Target.LinuxPlatform.bEnableThreadSanitizer)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableThreadSanitizer;
|
|
|
|
if (Target.LinkType != TargetLinkType.Monolithic)
|
|
{
|
|
throw new BuildException("Thread Sanitizer (TSan) unsupported for non-monolithic builds");
|
|
}
|
|
}
|
|
if (Target.LinuxPlatform.bEnableUndefinedBehaviorSanitizer)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableUndefinedBehaviorSanitizer;
|
|
|
|
if (Target.LinkType != TargetLinkType.Monolithic)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableSharedSanitizer;
|
|
}
|
|
}
|
|
if (Target.LinuxPlatform.bEnableMemorySanitizer)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableMemorySanitizer;
|
|
|
|
if (Target.LinkType != TargetLinkType.Monolithic)
|
|
{
|
|
throw new BuildException("Memory Sanitizer (MSan) unsupported for non-monolithic builds");
|
|
}
|
|
}
|
|
if (Target.LinuxPlatform.bEnableThinLTO)
|
|
{
|
|
Options |= LinuxToolChainOptions.EnableThinLTO;
|
|
}
|
|
|
|
// When building a monolithic editor we have to avoid using objcopy.exe as it cannot handle files
|
|
// larger then 4GB. This is only an issue with our binutils objcopy.exe.
|
|
// llvm-objcopy.exe does not have this issue and once we switch over to using that in clang 10.0.1 we can remove this!
|
|
if ((BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Win64) &&
|
|
(Target.LinkType == TargetLinkType.Monolithic) &&
|
|
(Target.Type == TargetType.Editor))
|
|
{
|
|
Options |= LinuxToolChainOptions.DisableSplitDebugInfoWithObjCopy;
|
|
}
|
|
|
|
return new LinuxToolChain(Target.Architecture, SDK, Target.LinuxPlatform.bPreservePSYM, Options);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deploys the given target
|
|
/// </summary>
|
|
/// <param name="Receipt">Receipt for the target being deployed</param>
|
|
public override void Deploy(TargetReceipt Receipt)
|
|
{
|
|
}
|
|
}
|
|
|
|
|
|
class LinuxPlatformFactory : UEBuildPlatformFactory
|
|
{
|
|
public override UnrealTargetPlatform TargetPlatform
|
|
{
|
|
get { return UnrealTargetPlatform.Linux; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register the platform with the UEBuildPlatform class
|
|
/// </summary>
|
|
public override void RegisterBuildPlatforms()
|
|
{
|
|
LinuxPlatformSDK SDK = new LinuxPlatformSDK();
|
|
LinuxPlatformSDK SDKAarch64 = new LinuxPlatformSDK();
|
|
|
|
// Register this build platform for Linux x86-64 and AArch64
|
|
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.Linux, SDK));
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Linux);
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Desktop);
|
|
|
|
UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(UnrealTargetPlatform.LinuxAArch64, SDKAarch64));
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Linux);
|
|
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.LinuxAArch64, UnrealPlatformGroup.Unix);
|
|
}
|
|
}
|
|
}
|