You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
1375 lines
50 KiB
C#
1375 lines
50 KiB
C#
// Copyright 1998-2017 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;
|
|
using Microsoft.Win32;
|
|
|
|
namespace UnrealBuildTool
|
|
{
|
|
class AndroidToolChain : UEToolChain, IAndroidToolChain
|
|
{
|
|
private FileReference ProjectFile;
|
|
private bool bUseLdGold;
|
|
private IReadOnlyList<string> AdditionalArches;
|
|
private IReadOnlyList<string> AdditionalGPUArches;
|
|
|
|
// the number of the clang version being used to compile
|
|
private float ClangVersionFloat = 0;
|
|
|
|
// the list of architectures we will compile for
|
|
private List<string> Arches = null;
|
|
// the list of GPU architectures we will compile for
|
|
private List<string> GPUArchitectures = null;
|
|
// a list of all architecture+GPUArchitecture names (-armv7-es2, etc)
|
|
private List<string> AllComboNames = null;
|
|
|
|
static private Dictionary<string, string[]> AllArchNames = new Dictionary<string, string[]> {
|
|
{ "-armv7", new string[] { "armv7", "armeabi-v7a", } },
|
|
{ "-arm64", new string[] { "arm64", "arm64-v8a", } },
|
|
{ "-x86", new string[] { "x86", } },
|
|
{ "-x64", new string[] { "x64", "x86_64", } },
|
|
};
|
|
|
|
static private Dictionary<string, string[]> LibrariesToSkip = new Dictionary<string, string[]> {
|
|
{ "-armv7", new string[] { } },
|
|
{ "-arm64", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", } },
|
|
{ "-x86", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", } },
|
|
{ "-x64", new string[] { "nvToolsExt", "nvToolsExtStub", "oculus", "vrapi", "ovrkernel", "systemutils", "openglloader", "gpg", } },
|
|
};
|
|
|
|
static private Dictionary<string, string[]> ModulesToSkip = new Dictionary<string, string[]> {
|
|
{ "-armv7", new string[] { } },
|
|
{ "-arm64", new string[] { "OnlineSubsystemGooglePlay", } },
|
|
{ "-x86", new string[] { } },
|
|
{ "-x64", new string[] { "OnlineSubsystemGooglePlay", } },
|
|
};
|
|
|
|
public AndroidToolChain(FileReference InProjectFile, bool bInUseLdGold, IReadOnlyList<string> InAdditionalArches, IReadOnlyList<string> InAdditionalGPUArches)
|
|
: base(CppPlatform.Android)
|
|
{
|
|
ProjectFile = InProjectFile;
|
|
bUseLdGold = bInUseLdGold;
|
|
AdditionalArches = InAdditionalArches;
|
|
AdditionalGPUArches = InAdditionalGPUArches;
|
|
|
|
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT");
|
|
|
|
// don't register if we don't have an NDKROOT specified
|
|
if (String.IsNullOrEmpty(NDKPath))
|
|
{
|
|
throw new BuildException("NDKROOT is not specified; cannot use Android toolchain.");
|
|
}
|
|
|
|
NDKPath = NDKPath.Replace("\"", "");
|
|
|
|
string ClangVersion = "";
|
|
string GccVersion = "";
|
|
|
|
string ArchitecturePath = "";
|
|
string ArchitecturePathWindows32 = @"prebuilt/windows";
|
|
string ArchitecturePathWindows64 = @"prebuilt/windows-x86_64";
|
|
string ArchitecturePathMac = @"prebuilt/darwin-x86_64";
|
|
string ArchitecturePathLinux = @"prebuilt/linux-x86_64";
|
|
string ExeExtension = ".exe";
|
|
|
|
if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathWindows64)))
|
|
{
|
|
Log.TraceVerbose(" Found Windows 64 bit versions of toolchain");
|
|
ArchitecturePath = ArchitecturePathWindows64;
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathWindows32)))
|
|
{
|
|
Log.TraceVerbose(" Found Windows 32 bit versions of toolchain");
|
|
ArchitecturePath = ArchitecturePathWindows32;
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathMac)))
|
|
{
|
|
Log.TraceVerbose(" Found Mac versions of toolchain");
|
|
ArchitecturePath = ArchitecturePathMac;
|
|
ExeExtension = "";
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, ArchitecturePathLinux)))
|
|
{
|
|
Log.TraceVerbose(" Found Linux versions of toolchain");
|
|
ArchitecturePath = ArchitecturePathLinux;
|
|
ExeExtension = "";
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Couldn't find 32-bit or 64-bit versions of the Android toolchain");
|
|
}
|
|
|
|
// prefer clang 3.6, but fall back if needed for now
|
|
if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.6")))
|
|
{
|
|
ClangVersionFloat = 3.6f;
|
|
ClangVersion = "-3.6";
|
|
GccVersion = "4.9";
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.5")))
|
|
{
|
|
ClangVersionFloat = 3.5f;
|
|
ClangVersion = "-3.5";
|
|
GccVersion = "4.9";
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.3")))
|
|
{
|
|
ClangVersionFloat = 3.3f;
|
|
ClangVersion = "-3.3";
|
|
GccVersion = "4.8";
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm-3.1")))
|
|
{
|
|
ClangVersionFloat = 3.1f;
|
|
ClangVersion = "-3.1";
|
|
GccVersion = "4.6";
|
|
}
|
|
else if (Directory.Exists(Path.Combine(NDKPath, @"toolchains/llvm")))
|
|
{
|
|
// look for version in AndroidVersion.txt (fail if not found)
|
|
string VersionFilename = Path.Combine(NDKPath, @"toolchains/llvm/", ArchitecturePath, @"AndroidVersion.txt");
|
|
if (!File.Exists(VersionFilename))
|
|
{
|
|
throw new BuildException("Cannot find supported Android toolchain");
|
|
}
|
|
string[] VersionFile = File.ReadAllLines(VersionFilename);
|
|
string[] VersionParts = VersionFile[0].Split('.');
|
|
ClangVersionFloat = float.Parse(VersionParts[0] + "." + VersionParts[1], System.Globalization.CultureInfo.InvariantCulture);
|
|
ClangVersion = "";
|
|
GccVersion = "4.9";
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Cannot find supported Android toolchain");
|
|
}
|
|
|
|
// set up the path to our toolchains
|
|
ClangPath = Path.Combine(NDKPath, @"toolchains/llvm" + ClangVersion, ArchitecturePath, @"bin/clang++" + ExeExtension);
|
|
ArPathArm = Path.Combine(NDKPath, @"toolchains/arm-linux-androideabi-" + GccVersion, ArchitecturePath, @"bin/arm-linux-androideabi-ar" + ExeExtension); //@todo android: use llvm-ar.exe instead?
|
|
ArPathArm64 = Path.Combine(NDKPath, @"toolchains/aarch64-linux-android-" + GccVersion, ArchitecturePath, @"bin/aarch64-linux-android-ar" + ExeExtension); //@todo android: use llvm-ar.exe instead?
|
|
ArPathx86 = Path.Combine(NDKPath, @"toolchains/x86-" + GccVersion, ArchitecturePath, @"bin/i686-linux-android-ar" + ExeExtension); //@todo android: verify x86 toolchain
|
|
ArPathx64 = Path.Combine(NDKPath, @"toolchains/x86_64-" + GccVersion, ArchitecturePath, @"bin/x86_64-linux-android-ar" + ExeExtension); //@todo android: verify x64 toolchain
|
|
|
|
// NDK setup (use no less than 21 for 64-bit targets)
|
|
int NDKApiLevelInt = GetNdkApiLevelInt();
|
|
string NDKApiLevel32Bit = GetNdkApiLevel();
|
|
string NDKApiLevel64Bit = NDKApiLevel32Bit;
|
|
if (NDKApiLevelInt < 21)
|
|
{
|
|
NDKApiLevel64Bit = "android-21";
|
|
}
|
|
|
|
// toolchain params
|
|
ToolchainParamsArm = " -target armv7-none-linux-androideabi" +
|
|
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel32Bit, "arch-arm") + "\"" +
|
|
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/arm-linux-androideabi-" + GccVersion, ArchitecturePath) + "\"";
|
|
ToolchainParamsArm64 = " -target aarch64-none-linux-android" +
|
|
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel64Bit, "arch-arm64") + "\"" +
|
|
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/aarch64-linux-android-" + GccVersion, ArchitecturePath) + "\"";
|
|
ToolchainParamsx86 = " -target i686-none-linux-android" +
|
|
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel32Bit, "arch-x86") + "\"" +
|
|
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains/x86-" + GccVersion, ArchitecturePath) + "\"";
|
|
ToolchainParamsx64 = " -target x86_64-none-linux-android" +
|
|
" --sysroot=\"" + Path.Combine(NDKPath, "platforms", NDKApiLevel64Bit, "arch-x86_64") + "\"" +
|
|
" -gcc-toolchain \"" + Path.Combine(NDKPath, @"toolchains\x86_64-" + GccVersion, ArchitecturePath) + "\"";
|
|
}
|
|
|
|
public void ParseArchitectures()
|
|
{
|
|
// look in ini settings for what platforms to compile for
|
|
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
|
|
Arches = new List<string>();
|
|
bool bBuild = true;
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArmV7", out bBuild) && bBuild
|
|
|| (AdditionalArches != null && AdditionalArches.Contains("armv7", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
Arches.Add("-armv7");
|
|
}
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForArm64", out bBuild) && bBuild
|
|
|| (AdditionalArches != null && AdditionalArches.Contains("arm64", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
Arches.Add("-arm64");
|
|
}
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx86", out bBuild) && bBuild
|
|
|| (AdditionalArches != null && AdditionalArches.Contains("x86", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
Arches.Add("-x86");
|
|
}
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForx8664", out bBuild) && bBuild
|
|
|| (AdditionalArches != null && AdditionalArches.Contains("x64", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
Arches.Add("-x64");
|
|
}
|
|
|
|
// force armv7 if something went wrong
|
|
if (Arches.Count == 0)
|
|
{
|
|
Arches.Add("-armv7");
|
|
}
|
|
|
|
// Parse selected GPU architectures
|
|
GPUArchitectures = new List<string>();
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForES2", out bBuild) && bBuild
|
|
|| (AdditionalGPUArches != null && AdditionalGPUArches.Contains("es2", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
GPUArchitectures.Add("-es2");
|
|
}
|
|
if (Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bBuildForESDeferred", out bBuild) && bBuild
|
|
|| (AdditionalGPUArches != null && AdditionalGPUArches.Contains("esdeferred", StringComparer.OrdinalIgnoreCase)))
|
|
{
|
|
GPUArchitectures.Add("-esdeferred");
|
|
}
|
|
if (GPUArchitectures.Count == 0)
|
|
{
|
|
GPUArchitectures.Add("-es2");
|
|
}
|
|
|
|
AllComboNames = (from Arch in Arches
|
|
from GPUArch in GPUArchitectures
|
|
select Arch + GPUArch).ToList();
|
|
}
|
|
|
|
static public string GetGLESVersionFromGPUArch(string GPUArch, bool bES30Minimum)
|
|
{
|
|
GPUArch = GPUArch.Substring(1); // drop the '-' from the start
|
|
string GLESversion = "";
|
|
switch (GPUArch)
|
|
{
|
|
case "es2":
|
|
GLESversion = "0x00020000";
|
|
break;
|
|
case "esdeferred":
|
|
GLESversion = "0x00030001";
|
|
break;
|
|
default:
|
|
GLESversion = "0x00020000";
|
|
break;
|
|
}
|
|
if (bES30Minimum && (GLESversion[6] < '3'))
|
|
{
|
|
GLESversion = "0x00030000";
|
|
}
|
|
|
|
return GLESversion;
|
|
}
|
|
|
|
public override void SetUpGlobalEnvironment(ReadOnlyTargetRules Target)
|
|
{
|
|
base.SetUpGlobalEnvironment(Target);
|
|
|
|
ParseArchitectures();
|
|
}
|
|
|
|
public List<string> GetAllArchitectures()
|
|
{
|
|
if (Arches == null)
|
|
{
|
|
ParseArchitectures();
|
|
}
|
|
|
|
return Arches;
|
|
}
|
|
|
|
public List<string> GetAllGPUArchitectures()
|
|
{
|
|
if (GPUArchitectures == null)
|
|
{
|
|
ParseArchitectures();
|
|
}
|
|
|
|
return GPUArchitectures;
|
|
}
|
|
|
|
public int GetNdkApiLevelInt(int MinNdk = 19)
|
|
{
|
|
string NDKVersion = GetNdkApiLevel();
|
|
int NDKVersionInt = MinNdk;
|
|
if (NDKVersion.Contains("-"))
|
|
{
|
|
int Version;
|
|
if (int.TryParse(NDKVersion.Substring(NDKVersion.LastIndexOf('-') + 1), out Version))
|
|
{
|
|
if (Version > NDKVersionInt)
|
|
NDKVersionInt = Version;
|
|
}
|
|
}
|
|
return NDKVersionInt;
|
|
}
|
|
|
|
public string GetNdkApiLevel()
|
|
{
|
|
// ask the .ini system for what version to use
|
|
ConfigHierarchy Ini = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFile), UnrealTargetPlatform.Android);
|
|
string NDKLevel;
|
|
Ini.GetString("/Script/AndroidPlatformEditor.AndroidSDKSettings", "NDKAPILevel", out NDKLevel);
|
|
|
|
if (NDKLevel == "latest")
|
|
{
|
|
// get a list of NDK platforms
|
|
string PlatformsDir = Environment.ExpandEnvironmentVariables("%NDKROOT%/platforms");
|
|
if (!Directory.Exists(PlatformsDir))
|
|
{
|
|
throw new BuildException("No platforms found in {0}", PlatformsDir);
|
|
}
|
|
|
|
// return the largest of them
|
|
NDKLevel = GetLargestApiLevel(Directory.GetDirectories(PlatformsDir));
|
|
}
|
|
|
|
return NDKLevel;
|
|
}
|
|
|
|
public string GetLargestApiLevel(string[] ApiLevels)
|
|
{
|
|
int LargestLevel = 0;
|
|
string LargestString = null;
|
|
|
|
// look for largest integer
|
|
foreach (string Level in ApiLevels)
|
|
{
|
|
string LocalLevel = Path.GetFileName(Level);
|
|
string[] Tokens = LocalLevel.Split("-".ToCharArray());
|
|
if (Tokens.Length >= 2)
|
|
{
|
|
try
|
|
{
|
|
int ParsedLevel = int.Parse(Tokens[1]);
|
|
// bigger? remember it
|
|
if (ParsedLevel > LargestLevel)
|
|
{
|
|
LargestLevel = ParsedLevel;
|
|
LargestString = LocalLevel;
|
|
}
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// ignore poorly formed string
|
|
}
|
|
}
|
|
}
|
|
|
|
return LargestString;
|
|
}
|
|
|
|
string GetCLArguments_Global(CppCompileEnvironment CompileEnvironment, string Architecture)
|
|
{
|
|
string Result = "";
|
|
|
|
switch (Architecture)
|
|
{
|
|
case "-armv7": Result += ToolchainParamsArm; break;
|
|
case "-arm64": Result += ToolchainParamsArm64; break;
|
|
case "-x86": Result += ToolchainParamsx86; break;
|
|
case "-x64": Result += ToolchainParamsx64; break;
|
|
default: Result += ToolchainParamsArm; break;
|
|
}
|
|
|
|
// build up the commandline common to C and C++
|
|
Result += " -c";
|
|
Result += " -fdiagnostics-format=msvc";
|
|
Result += " -Wall";
|
|
|
|
Result += " -Wno-unused-variable";
|
|
// this will hide the warnings about static functions in headers that aren't used in every single .cpp file
|
|
Result += " -Wno-unused-function";
|
|
// this hides the "enumeration value 'XXXXX' not handled in switch [-Wswitch]" warnings - we should maybe remove this at some point and add UE_LOG(, Fatal, ) to default cases
|
|
Result += " -Wno-switch";
|
|
// 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";
|
|
//This will prevent the issue of warnings for unused private variables.
|
|
Result += " -Wno-unused-private-field";
|
|
Result += " -Wno-local-type-template-args"; // engine triggers this
|
|
Result += " -Wno-return-type-c-linkage"; // needed for PhysX
|
|
Result += " -Wno-reorder"; // member initialization order
|
|
Result += " -Wno-unknown-pragmas"; // probably should kill this one, sign of another issue in PhysX?
|
|
Result += " -Wno-invalid-offsetof"; // needed to suppress warnings about using offsetof on non-POD types.
|
|
Result += " -Wno-logical-op-parentheses"; // needed for external headers we can't change
|
|
|
|
if (CompileEnvironment.bEnableShadowVariableWarnings)
|
|
{
|
|
Result += " -Wshadow -Wno-error=shadow";
|
|
}
|
|
|
|
if (CompileEnvironment.bEnableUndefinedIdentifierWarnings)
|
|
{
|
|
Result += " -Wundef" + (CompileEnvironment.bUndefinedIdentifierWarningsAsErrors ? "" : " -Wno-error=undef");
|
|
}
|
|
|
|
// new for clang4.5 warnings:
|
|
if (ClangVersionFloat >= 3.5f)
|
|
{
|
|
Result += " -Wno-undefined-bool-conversion"; // 'this' pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true (if (this))
|
|
|
|
// we use this feature to allow static FNames.
|
|
Result += " -Wno-gnu-string-literal-operator-template";
|
|
}
|
|
|
|
if (ClangVersionFloat >= 3.6f)
|
|
{
|
|
Result += " -Wno-unused-local-typedef"; // clang is being overly strict here? PhysX headers trigger this.
|
|
Result += " -Wno-inconsistent-missing-override"; // these have to be suppressed for UE 4.8, should be fixed later.
|
|
}
|
|
|
|
// shipping builds will cause this warning with "ensure", so disable only in those case
|
|
if (CompileEnvironment.Configuration == CppConfiguration.Shipping)
|
|
{
|
|
Result += " -Wno-unused-value";
|
|
}
|
|
|
|
// debug info
|
|
if (CompileEnvironment.bCreateDebugInfo)
|
|
{
|
|
Result += " -g2 -gdwarf-4";
|
|
}
|
|
|
|
// optimization level
|
|
if (!CompileEnvironment.bOptimizeCode)
|
|
{
|
|
Result += " -O0";
|
|
}
|
|
else
|
|
{
|
|
if (CompileEnvironment.bOptimizeForSize)
|
|
{
|
|
Result += " -Oz";
|
|
}
|
|
else
|
|
{
|
|
Result += " -O3";
|
|
}
|
|
}
|
|
|
|
|
|
// Optionally enable exception handling (off by default since it generates extra code needed to propagate exceptions)
|
|
if (CompileEnvironment.bEnableExceptions)
|
|
{
|
|
Result += " -fexceptions";
|
|
}
|
|
else
|
|
{
|
|
Result += " -fno-exceptions";
|
|
}
|
|
|
|
// Conditionally enable (default disabled) generation of information about every class with virtual functions for use by the C++ runtime type identification features
|
|
// (`dynamic_cast' and `typeid'). If you don't use those parts of the language, you can save some space by using -fno-rtti.
|
|
// Note that exception handling uses the same information, but it will generate it as needed.
|
|
if (CompileEnvironment.bUseRTTI)
|
|
{
|
|
Result += " -frtti";
|
|
}
|
|
else
|
|
{
|
|
Result += " -fno-rtti";
|
|
}
|
|
|
|
//@todo android: these are copied verbatim from UE3 and probably need adjustment
|
|
if (Architecture == "-armv7")
|
|
{
|
|
// Result += " -mthumb-interwork"; // Generates code which supports calling between ARM and Thumb instructions, w/o it you can't reliability use both together
|
|
Result += " -funwind-tables"; // Just generates any needed static data, affects no code
|
|
Result += " -fstack-protector"; // Emits extra code to check for buffer overflows
|
|
// Result += " -mlong-calls"; // Perform function calls by first loading the address of the function into a reg and then performing the subroutine call
|
|
Result += " -fno-strict-aliasing"; // Prevents unwanted or invalid optimizations that could produce incorrect code
|
|
Result += " -fpic"; // Generates position-independent code (PIC) suitable for use in a shared library
|
|
Result += " -fno-short-enums"; // Do not allocate to an enum type only as many bytes as it needs for the declared range of possible values
|
|
// Result += " -finline-limit=64"; // GCC limits the size of functions that can be inlined, this flag allows coarse control of this limit
|
|
// Result += " -Wno-psabi"; // Warn when G++ generates code that is probably not compatible with the vendor-neutral C++ ABI
|
|
|
|
Result += " -march=armv7-a";
|
|
Result += " -mfloat-abi=softfp";
|
|
Result += " -mfpu=vfpv3-d16"; //@todo android: UE3 was just vfp. arm7a should all support v3 with 16 registers
|
|
|
|
// Add flags for on-device debugging
|
|
if (CompileEnvironment.Configuration == CppConfiguration.Debug)
|
|
{
|
|
Result += " -fno-omit-frame-pointer"; // Disable removing the save/restore frame pointer for better debugging
|
|
if (ClangVersionFloat >= 3.6f)
|
|
{
|
|
Result += " -fno-function-sections"; // Improve breakpoint location
|
|
}
|
|
}
|
|
|
|
// Some switches interfere with on-device debugging
|
|
if (CompileEnvironment.Configuration != CppConfiguration.Debug)
|
|
{
|
|
Result += " -ffunction-sections"; // Places each function in its own section of the output file, linker may be able to perform opts to improve locality of reference
|
|
}
|
|
|
|
Result += " -fsigned-char"; // Treat chars as signed //@todo android: any concerns about ABI compatibility with libs here?
|
|
}
|
|
else if (Architecture == "-arm64")
|
|
{
|
|
Result += " -funwind-tables"; // Just generates any needed static data, affects no code
|
|
Result += " -fstack-protector"; // Emits extra code to check for buffer overflows
|
|
Result += " -fno-strict-aliasing"; // Prevents unwanted or invalid optimizations that could produce incorrect code
|
|
Result += " -fpic"; // Generates position-independent code (PIC) suitable for use in a shared library
|
|
Result += " -fno-short-enums"; // Do not allocate to an enum type only as many bytes as it needs for the declared range of possible values
|
|
Result += " -D__arm64__"; // for some reason this isn't defined and needed for PhysX
|
|
|
|
Result += " -march=armv8-a";
|
|
//Result += " -mfloat-abi=softfp";
|
|
//Result += " -mfpu=vfpv3-d16"; //@todo android: UE3 was just vfp. arm7a should all support v3 with 16 registers
|
|
|
|
// Some switches interfere with on-device debugging
|
|
if (CompileEnvironment.Configuration != CppConfiguration.Debug)
|
|
{
|
|
Result += " -ffunction-sections"; // Places each function in its own section of the output file, linker may be able to perform opts to improve locality of reference
|
|
}
|
|
|
|
Result += " -fsigned-char"; // Treat chars as signed //@todo android: any concerns about ABI compatibility with libs here?
|
|
}
|
|
else if (Architecture == "-x86")
|
|
{
|
|
Result += " -fstrict-aliasing";
|
|
Result += " -fno-omit-frame-pointer";
|
|
Result += " -fno-strict-aliasing";
|
|
Result += " -fno-short-enums";
|
|
Result += " -march=atom";
|
|
}
|
|
else if (Architecture == "-x64")
|
|
{
|
|
Result += " -fstrict-aliasing";
|
|
Result += " -fno-omit-frame-pointer";
|
|
Result += " -fno-strict-aliasing";
|
|
Result += " -fno-short-enums";
|
|
Result += " -march=atom";
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
static string GetCompileArguments_CPP(bool bDisableOptimizations)
|
|
{
|
|
string Result = "";
|
|
|
|
Result += " -x c++";
|
|
Result += " -std=c++14";
|
|
|
|
// optimization level
|
|
if (bDisableOptimizations)
|
|
{
|
|
Result += " -O0";
|
|
}
|
|
else
|
|
{
|
|
Result += " -O3";
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
static string GetCompileArguments_C(bool bDisableOptimizations)
|
|
{
|
|
string Result = "";
|
|
|
|
Result += " -x c";
|
|
|
|
// optimization level
|
|
if (bDisableOptimizations)
|
|
{
|
|
Result += " -O0";
|
|
}
|
|
else
|
|
{
|
|
Result += " -O3";
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
static string GetCompileArguments_PCH(bool bDisableOptimizations)
|
|
{
|
|
string Result = "";
|
|
|
|
Result += " -x c++-header";
|
|
Result += " -std=c++14";
|
|
|
|
// optimization level
|
|
if (bDisableOptimizations)
|
|
{
|
|
Result += " -O0";
|
|
}
|
|
else
|
|
{
|
|
Result += " -O3";
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
string GetLinkArguments(LinkEnvironment LinkEnvironment, string Architecture)
|
|
{
|
|
string Result = "";
|
|
|
|
Result += " -nostdlib";
|
|
Result += " -Wl,-shared,-Bsymbolic";
|
|
Result += " -Wl,--no-undefined";
|
|
|
|
if (Architecture == "-arm64")
|
|
{
|
|
Result += ToolchainParamsArm64;
|
|
Result += " -march=armv8-a";
|
|
}
|
|
else if (Architecture == "-x86")
|
|
{
|
|
Result += ToolchainParamsx86;
|
|
Result += " -march=atom";
|
|
}
|
|
else if (Architecture == "-x64")
|
|
{
|
|
Result += ToolchainParamsx64;
|
|
Result += " -march=atom";
|
|
}
|
|
else // if (Architecture == "-armv7")
|
|
{
|
|
Result += ToolchainParamsArm;
|
|
Result += " -march=armv7-a";
|
|
Result += " -Wl,--fix-cortex-a8"; // required to route around a CPU bug in some Cortex-A8 implementations
|
|
}
|
|
|
|
if (bUseLdGold && ClangVersionFloat >= 3.6f && ClangVersionFloat < 3.8f)
|
|
{
|
|
Result += " -fuse-ld=gold"; // ld.gold is available in r10e (clang 3.6)
|
|
}
|
|
|
|
// make sure the DT_SONAME field is set properly (or we can a warning toast at startup on new Android)
|
|
Result += " -Wl,-soname,libUE4.so";
|
|
|
|
// verbose output from the linker
|
|
// Result += " -v";
|
|
|
|
return Result;
|
|
}
|
|
|
|
static string GetArArguments(LinkEnvironment LinkEnvironment)
|
|
{
|
|
string Result = "";
|
|
|
|
Result += " -r";
|
|
|
|
return Result;
|
|
}
|
|
|
|
static bool IsDirectoryForArch(string Dir, string Arch)
|
|
{
|
|
// make sure paths use one particular slash
|
|
Dir = Dir.Replace("\\", "/").ToLowerInvariant();
|
|
|
|
// look for other architectures in the Dir path, and fail if it finds it
|
|
foreach (var Pair in AllArchNames)
|
|
{
|
|
if (Pair.Key != Arch)
|
|
{
|
|
foreach (var ArchName in Pair.Value)
|
|
{
|
|
// if there's a directory in the path with a bad architecture name, reject it
|
|
if (Regex.IsMatch(Dir, "/" + ArchName + "$") || Regex.IsMatch(Dir, "/" + ArchName + "/"))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// if nothing was found, we are okay
|
|
return true;
|
|
}
|
|
|
|
static bool ShouldSkipModule(string ModuleName, string Arch)
|
|
{
|
|
foreach (var ModName in ModulesToSkip[Arch])
|
|
{
|
|
if (ModName == ModuleName)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// if nothing was found, we are okay
|
|
return false;
|
|
}
|
|
|
|
bool ShouldSkipLib(string Lib, string Arch, string GPUArchitecture)
|
|
{
|
|
// reject any libs we outright don't want to link with
|
|
foreach (var LibName in LibrariesToSkip[Arch])
|
|
{
|
|
if (LibName == Lib)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// if another architecture is in the filename, reject it
|
|
foreach (string ComboName in AllComboNames)
|
|
{
|
|
if (ComboName != Arch + GPUArchitecture)
|
|
{
|
|
if (Path.GetFileNameWithoutExtension(Lib).EndsWith(ComboName))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if nothing was found, we are okay
|
|
return false;
|
|
}
|
|
|
|
static void ConditionallyAddNDKSourceFiles(List<FileItem> SourceFiles, string ModuleName)
|
|
{
|
|
// We need to add the extra glue and cpu code only to Launch module.
|
|
if (ModuleName.Equals("Launch"))
|
|
{
|
|
SourceFiles.Add(FileItem.GetItemByPath(Environment.GetEnvironmentVariable("NDKROOT") + "/sources/android/native_app_glue/android_native_app_glue.c"));
|
|
|
|
// Newer NDK cpu_features.c uses getauxval() which causes a SIGSEGV in libhoudini.so (ARM on Intel translator) in older versions of Houdini
|
|
// so we patch the file to use alternative methods of detecting CPU features if libhoudini.so is detected
|
|
// The basis for this patch is from here: https://android-review.googlesource.com/#/c/110650/
|
|
string CpuFeaturesPath = Environment.GetEnvironmentVariable("NDKROOT") + "/sources/android/cpufeatures/";
|
|
string CpuFeaturesPatchedFile = CpuFeaturesPath + "cpu-features-patched.c";
|
|
if (!File.Exists(CpuFeaturesPatchedFile))
|
|
{
|
|
// Either make a copy or patch it
|
|
string[] CpuFeaturesLines = File.ReadAllLines(CpuFeaturesPath + "cpu-features.c");
|
|
|
|
// Look for get_elf_hwcap_from_getauxval in the file
|
|
bool NeedsPatch = false;
|
|
int LineIndex;
|
|
for (LineIndex = 0; LineIndex < CpuFeaturesLines.Length; ++LineIndex)
|
|
{
|
|
if (CpuFeaturesLines[LineIndex].Contains("get_elf_hwcap_from_getauxval"))
|
|
{
|
|
NeedsPatch = true;
|
|
|
|
// Make sure it doesn't already have the patch (r10c and 10d have it already, but removed in 10e)
|
|
for (int LineIndex2 = LineIndex; LineIndex2 < CpuFeaturesLines.Length; ++LineIndex2)
|
|
{
|
|
if (CpuFeaturesLines[LineIndex2].Contains("has_houdini_binary_translator(void)"))
|
|
{
|
|
NeedsPatch = false;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Apply patch or write unchanged
|
|
if (NeedsPatch)
|
|
{
|
|
List<string> CpuFeaturesList = new List<string>(CpuFeaturesLines);
|
|
|
|
// Skip down to section to add Houdini check function for arm
|
|
while (!CpuFeaturesList[++LineIndex].StartsWith("#if defined(__arm__)")) ;
|
|
CpuFeaturesList.Insert(++LineIndex, "/* Check Houdini Binary Translator is installed on the system.");
|
|
CpuFeaturesList.Insert(++LineIndex, " *");
|
|
CpuFeaturesList.Insert(++LineIndex, " * If this function returns 1, get_elf_hwcap_from_getauxval() function");
|
|
CpuFeaturesList.Insert(++LineIndex, " * will causes SIGSEGV while calling getauxval() function.");
|
|
CpuFeaturesList.Insert(++LineIndex, " */");
|
|
CpuFeaturesList.Insert(++LineIndex, "static int");
|
|
CpuFeaturesList.Insert(++LineIndex, "has_houdini_binary_translator(void) {");
|
|
CpuFeaturesList.Insert(++LineIndex, " int found = 0;");
|
|
CpuFeaturesList.Insert(++LineIndex, " if (access(\"/system/lib/libhoudini.so\", F_OK) != -1) {");
|
|
CpuFeaturesList.Insert(++LineIndex, " D(\"Found Houdini binary translator\\n\");");
|
|
CpuFeaturesList.Insert(++LineIndex, " found = 1;");
|
|
CpuFeaturesList.Insert(++LineIndex, " }");
|
|
CpuFeaturesList.Insert(++LineIndex, " return found;");
|
|
CpuFeaturesList.Insert(++LineIndex, "}");
|
|
CpuFeaturesList.Insert(++LineIndex, "");
|
|
|
|
// Add the Houdini check call
|
|
while (!CpuFeaturesList[++LineIndex].Contains("/* Extract the list of CPU features from ELF hwcaps */")) ;
|
|
CpuFeaturesList.Insert(LineIndex++, " /* Check Houdini binary translator is installed */");
|
|
CpuFeaturesList.Insert(LineIndex++, " int has_houdini = has_houdini_binary_translator();");
|
|
CpuFeaturesList.Insert(LineIndex++, "");
|
|
|
|
// Make the get_elf_hwcap_from_getauxval() calls conditional
|
|
while (!CpuFeaturesList[++LineIndex].Contains("hwcaps = get_elf_hwcap_from_getauxval(AT_HWCAP);")) ;
|
|
CpuFeaturesList.Insert(LineIndex++, " if (!has_houdini) {");
|
|
CpuFeaturesList.Insert(++LineIndex, " }");
|
|
while (!CpuFeaturesList[++LineIndex].Contains("hwcaps2 = get_elf_hwcap_from_getauxval(AT_HWCAP2);")) ;
|
|
CpuFeaturesList.Insert(LineIndex++, " if (!has_houdini) {");
|
|
CpuFeaturesList.Insert(++LineIndex, " }");
|
|
|
|
File.WriteAllLines(CpuFeaturesPatchedFile, CpuFeaturesList.ToArray());
|
|
}
|
|
else
|
|
{
|
|
File.WriteAllLines(CpuFeaturesPatchedFile, CpuFeaturesLines);
|
|
}
|
|
}
|
|
SourceFiles.Add(FileItem.GetItemByPath(CpuFeaturesPatchedFile));
|
|
}
|
|
}
|
|
|
|
void GenerateEmptyLinkFunctionsForRemovedModules(List<FileItem> SourceFiles, string ModuleName, DirectoryReference OutputDirectory)
|
|
{
|
|
// Only add to UELinkerFixups module
|
|
if (!ModuleName.Equals("Launch"))
|
|
{
|
|
return;
|
|
}
|
|
|
|
string LinkerExceptionsName = "../UELinkerExceptions";
|
|
FileReference LinkerExceptionsCPPFilename = FileReference.Combine(OutputDirectory, LinkerExceptionsName + ".cpp");
|
|
|
|
// Create the cpp filename
|
|
if (!FileReference.Exists(LinkerExceptionsCPPFilename))
|
|
{
|
|
// Create a dummy file in case it doesn't exist yet so that the module does not complain it's not there
|
|
ResponseFile.Create(LinkerExceptionsCPPFilename, new List<string>());
|
|
}
|
|
|
|
var Result = new List<string>();
|
|
Result.Add("#include \"CoreTypes.h\"");
|
|
Result.Add("");
|
|
foreach (string Arch in Arches)
|
|
{
|
|
switch (Arch)
|
|
{
|
|
case "-armv7": Result.Add("#if PLATFORM_ANDROID_ARM"); break;
|
|
case "-arm64": Result.Add("#if PLATFORM_ANDROID_ARM64"); break;
|
|
case "-x86": Result.Add("#if PLATFORM_ANDROID_X86"); break;
|
|
case "-x64": Result.Add("#if PLATFORM_ANDROID_X64"); break;
|
|
default: Result.Add("#if PLATFORM_ANDROID_ARM"); break;
|
|
}
|
|
|
|
foreach (var ModName in ModulesToSkip[Arch])
|
|
{
|
|
Result.Add(" void EmptyLinkFunctionForStaticInitialization" + ModName + "(){}");
|
|
}
|
|
Result.Add("#endif");
|
|
}
|
|
|
|
// Determine if the file changed. Write it if it either doesn't exist or the contents are different.
|
|
bool bShouldWriteFile = true;
|
|
if (FileReference.Exists(LinkerExceptionsCPPFilename))
|
|
{
|
|
string[] ExistingExceptionText = File.ReadAllLines(LinkerExceptionsCPPFilename.FullName);
|
|
string JoinedNewContents = string.Join("", Result.ToArray());
|
|
string JoinedOldContents = string.Join("", ExistingExceptionText);
|
|
bShouldWriteFile = (JoinedNewContents != JoinedOldContents);
|
|
}
|
|
|
|
// If we determined that we should write the file, write it now.
|
|
if (bShouldWriteFile)
|
|
{
|
|
ResponseFile.Create(LinkerExceptionsCPPFilename, Result);
|
|
}
|
|
|
|
SourceFiles.Add(FileItem.GetItemByFileReference(LinkerExceptionsCPPFilename));
|
|
}
|
|
|
|
// cache the location of NDK tools
|
|
static string ClangPath;
|
|
static string ToolchainParamsArm;
|
|
static string ToolchainParamsArm64;
|
|
static string ToolchainParamsx86;
|
|
static string ToolchainParamsx64;
|
|
static string ArPathArm;
|
|
static string ArPathArm64;
|
|
static string ArPathx86;
|
|
static string ArPathx64;
|
|
|
|
static public string GetStripExecutablePath(string UE4Arch)
|
|
{
|
|
string StripPath;
|
|
|
|
switch (UE4Arch)
|
|
{
|
|
case "-armv7": StripPath = ArPathArm; break;
|
|
case "-arm64": StripPath = ArPathArm64; break;
|
|
case "-x86": StripPath = ArPathx86; break;
|
|
case "-x64": StripPath = ArPathx64; break;
|
|
default: StripPath = ArPathArm; break;
|
|
}
|
|
return StripPath.Replace("-ar", "-strip");
|
|
}
|
|
|
|
static private bool bHasPrintedApiLevel = false;
|
|
public override CPPOutput CompileCPPFiles(CppCompileEnvironment CompileEnvironment, List<FileItem> SourceFiles, string ModuleName, ActionGraph ActionGraph)
|
|
{
|
|
if (Arches.Count == 0)
|
|
{
|
|
throw new BuildException("At least one architecture (armv7, x86, etc) needs to be selected in the project settings to build");
|
|
}
|
|
|
|
if (!bHasPrintedApiLevel)
|
|
{
|
|
Console.WriteLine("Compiling Native code with NDK API '{0}'", GetNdkApiLevel());
|
|
bHasPrintedApiLevel = true;
|
|
}
|
|
|
|
string BaseArguments = "";
|
|
|
|
if (CompileEnvironment.PrecompiledHeaderAction != PrecompiledHeaderAction.Create)
|
|
{
|
|
BaseArguments += " -Werror";
|
|
|
|
}
|
|
|
|
// Directly added NDK files for NDK extensions
|
|
ConditionallyAddNDKSourceFiles(SourceFiles, ModuleName);
|
|
|
|
// Deal with dynamic modules removed by architecture
|
|
GenerateEmptyLinkFunctionsForRemovedModules(SourceFiles, ModuleName, CompileEnvironment.OutputDirectory);
|
|
|
|
// Add preprocessor definitions to the argument list.
|
|
foreach (string Definition in CompileEnvironment.Definitions)
|
|
{
|
|
BaseArguments += string.Format(" -D \"{0}\"", Definition);
|
|
}
|
|
|
|
var NDKRoot = Environment.GetEnvironmentVariable("NDKROOT").Replace("\\", "/");
|
|
|
|
string BasePCHName = "";
|
|
var PCHExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Android).GetBinaryExtension(UEBuildBinaryType.PrecompiledHeader);
|
|
if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
|
|
{
|
|
BasePCHName = RemoveArchName(CompileEnvironment.PrecompiledHeaderFile.AbsolutePath).Replace(PCHExtension, "");
|
|
}
|
|
|
|
// Create a compile action for each source file.
|
|
CPPOutput Result = new CPPOutput();
|
|
foreach (string Arch in Arches)
|
|
{
|
|
if (ShouldSkipModule(ModuleName, Arch))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
foreach (string GPUArchitecture in GPUArchitectures)
|
|
{
|
|
// which toolchain to use
|
|
string Arguments = GetCLArguments_Global(CompileEnvironment, Arch) + BaseArguments;
|
|
|
|
switch (Arch)
|
|
{
|
|
case "-armv7": Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_ARM=1"; break;
|
|
case "-arm64": Arguments += " -DPLATFORM_64BITS=1 -DPLATFORM_ANDROID_ARM64=1"; break;
|
|
case "-x86": Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_X86=1"; break;
|
|
case "-x64": Arguments += " -DPLATFORM_64BITS=1 -DPLATFORM_ANDROID_X64=1"; break;
|
|
default: Arguments += " -DPLATFORM_64BITS=0 -DPLATFORM_ANDROID_ARM=1"; break;
|
|
}
|
|
|
|
if (GPUArchitecture == "-esdeferred")
|
|
{
|
|
Arguments += " -DPLATFORM_ANDROIDESDEFERRED=1";
|
|
}
|
|
|
|
// which PCH file to include
|
|
string PCHArguments = "";
|
|
if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
|
|
{
|
|
// Add the precompiled header file's path to the include path so Clang can find it.
|
|
// This needs to be before the other include paths to ensure Clang uses it instead of the source header file.
|
|
PCHArguments += string.Format(" -include \"{0}\"", InlineArchName(BasePCHName, Arch, GPUArchitecture));
|
|
}
|
|
|
|
foreach(FileReference ForceIncludeFile in CompileEnvironment.ForceIncludeFiles)
|
|
{
|
|
PCHArguments += string.Format(" -include \"{0}\"", ForceIncludeFile.FullName);
|
|
}
|
|
|
|
// Add include paths to the argument list (filtered by architecture)
|
|
foreach (string IncludePath in CompileEnvironment.IncludePaths.SystemIncludePaths)
|
|
{
|
|
if (IsDirectoryForArch(IncludePath, Arch))
|
|
{
|
|
Arguments += string.Format(" -I\"{0}\"", IncludePath);
|
|
}
|
|
}
|
|
foreach (string IncludePath in CompileEnvironment.IncludePaths.UserIncludePaths)
|
|
{
|
|
if (IsDirectoryForArch(IncludePath, Arch))
|
|
{
|
|
Arguments += string.Format(" -I\"{0}\"", IncludePath);
|
|
}
|
|
}
|
|
|
|
foreach (FileItem SourceFile in SourceFiles)
|
|
{
|
|
Action CompileAction = ActionGraph.Add(ActionType.Compile);
|
|
string FileArguments = "";
|
|
bool bIsPlainCFile = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant() == ".C";
|
|
bool bDisableShadowWarning = false;
|
|
|
|
// should we disable optimizations on this file?
|
|
// @todo android - We wouldn't need this if we could disable optimizations per function (via pragma)
|
|
bool bDisableOptimizations = false;// SourceFile.AbsolutePath.ToUpperInvariant().IndexOf("\\SLATE\\") != -1;
|
|
if (bDisableOptimizations && CompileEnvironment.bOptimizeCode)
|
|
{
|
|
Log.TraceWarning("Disabling optimizations on {0}", SourceFile.AbsolutePath);
|
|
}
|
|
|
|
bDisableOptimizations = bDisableOptimizations || !CompileEnvironment.bOptimizeCode;
|
|
|
|
// Add C or C++ specific compiler arguments.
|
|
if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
|
|
{
|
|
FileArguments += GetCompileArguments_PCH(bDisableOptimizations);
|
|
}
|
|
else if (bIsPlainCFile)
|
|
{
|
|
FileArguments += GetCompileArguments_C(bDisableOptimizations);
|
|
|
|
// remove shadow variable warnings for NDK files
|
|
if (SourceFile.AbsolutePath.Replace("\\", "/").StartsWith(NDKRoot))
|
|
{
|
|
bDisableShadowWarning = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FileArguments += GetCompileArguments_CPP(bDisableOptimizations);
|
|
|
|
// only use PCH for .cpp files
|
|
FileArguments += PCHArguments;
|
|
}
|
|
|
|
// Add the C++ source file and its included files to the prerequisite item list.
|
|
AddPrerequisiteSourceFile(CompileEnvironment, SourceFile, CompileAction.PrerequisiteItems);
|
|
|
|
if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Create)
|
|
{
|
|
// Add the precompiled header file to the produced item list.
|
|
FileItem PrecompiledHeaderFile = FileItem.GetItemByFileReference(
|
|
FileReference.Combine(
|
|
CompileEnvironment.OutputDirectory,
|
|
Path.GetFileName(InlineArchName(SourceFile.AbsolutePath, Arch, GPUArchitecture) + PCHExtension)
|
|
)
|
|
);
|
|
|
|
CompileAction.ProducedItems.Add(PrecompiledHeaderFile);
|
|
Result.PrecompiledHeaderFile = PrecompiledHeaderFile;
|
|
|
|
// Add the parameters needed to compile the precompiled header file to the command-line.
|
|
FileArguments += string.Format(" -o \"{0}\"", PrecompiledHeaderFile.AbsolutePath);
|
|
}
|
|
else
|
|
{
|
|
if (CompileEnvironment.PrecompiledHeaderAction == PrecompiledHeaderAction.Include)
|
|
{
|
|
CompileAction.bIsUsingPCH = true;
|
|
FileItem ArchPrecompiledHeaderFile = FileItem.GetItemByPath(InlineArchName(BasePCHName, Arch, GPUArchitecture) + PCHExtension);
|
|
CompileAction.PrerequisiteItems.Add(ArchPrecompiledHeaderFile);
|
|
}
|
|
|
|
var ObjectFileExtension = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.Android).GetBinaryExtension(UEBuildBinaryType.Object);
|
|
|
|
// Add the object file to the produced item list.
|
|
FileItem ObjectFile = FileItem.GetItemByFileReference(
|
|
FileReference.Combine(
|
|
CompileEnvironment.OutputDirectory,
|
|
InlineArchName(Path.GetFileName(SourceFile.AbsolutePath) + ObjectFileExtension, Arch, GPUArchitecture)
|
|
)
|
|
);
|
|
CompileAction.ProducedItems.Add(ObjectFile);
|
|
Result.ObjectFiles.Add(ObjectFile);
|
|
|
|
FileArguments += string.Format(" -o \"{0}\"", ObjectFile.AbsolutePath);
|
|
}
|
|
|
|
// Add the source file path to the command-line.
|
|
FileArguments += string.Format(" \"{0}\"", SourceFile.AbsolutePath);
|
|
|
|
// Build a full argument list
|
|
string AllArguments = Arguments + FileArguments + CompileEnvironment.AdditionalArguments;
|
|
AllArguments = ActionThread.ExpandEnvironmentVariables(AllArguments);
|
|
AllArguments = AllArguments.Replace("\\", "/");
|
|
|
|
// Remove shadow warning for this file if requested
|
|
if (bDisableShadowWarning)
|
|
{
|
|
int WarningIndex = AllArguments.IndexOf(" -Wshadow");
|
|
if (WarningIndex > 0)
|
|
{
|
|
AllArguments = AllArguments.Remove(WarningIndex, 9);
|
|
}
|
|
}
|
|
|
|
// Create the response file
|
|
FileReference ResponseFileName = CompileAction.ProducedItems[0].Reference + "_" + AllArguments.GetHashCode().ToString("X") + ".response";
|
|
string ResponseArgument = string.Format("@\"{0}\"", ResponseFile.Create(ResponseFileName, new List<string> { AllArguments }).FullName);
|
|
|
|
CompileAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
|
|
CompileAction.CommandPath = ClangPath;
|
|
CompileAction.CommandArguments = ResponseArgument;
|
|
CompileAction.StatusDescription = string.Format("{0} [{1}-{2}]", Path.GetFileName(SourceFile.AbsolutePath), Arch.Replace("-", ""), GPUArchitecture.Replace("-", ""));
|
|
|
|
// 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 pre-compiled headers as it is the critical path task.
|
|
CompileAction.bCanExecuteRemotely =
|
|
CompileEnvironment.PrecompiledHeaderAction != PrecompiledHeaderAction.Create ||
|
|
CompileEnvironment.bAllowRemotelyCompiledPCHs;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
public override FileItem LinkFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
static public string InlineArchName(string Pathname, string Arch, string GPUArchitecture)
|
|
{
|
|
return Path.Combine(Path.GetDirectoryName(Pathname), Path.GetFileNameWithoutExtension(Pathname) + Arch + GPUArchitecture + Path.GetExtension(Pathname));
|
|
}
|
|
|
|
public string RemoveArchName(string Pathname)
|
|
{
|
|
// remove all architecture names
|
|
foreach (string Arch in GetAllArchitectures())
|
|
{
|
|
foreach (string GPUArchitecture in GetAllGPUArchitectures())
|
|
{
|
|
Pathname = Path.Combine(Path.GetDirectoryName(Pathname), Path.GetFileName(Pathname).Replace(Arch + GPUArchitecture, ""));
|
|
}
|
|
}
|
|
return Pathname;
|
|
}
|
|
|
|
public override FileItem[] LinkAllFiles(LinkEnvironment LinkEnvironment, bool bBuildImportLibraryOnly, ActionGraph ActionGraph)
|
|
{
|
|
List<FileItem> Outputs = new List<FileItem>();
|
|
|
|
var NDKRoot = Environment.GetEnvironmentVariable("NDKROOT").Replace("\\", "/");
|
|
int NDKApiLevelInt = GetNdkApiLevelInt();
|
|
string OptionalLinkArguments;
|
|
|
|
for (int ArchIndex = 0; ArchIndex < Arches.Count; ArchIndex++)
|
|
{
|
|
string Arch = Arches[ArchIndex];
|
|
|
|
// 32-bit ABI may need fixup for removed bsd_signal in NDK11 for android-21+
|
|
OptionalLinkArguments = "";
|
|
if (NDKApiLevelInt >= 21)
|
|
{
|
|
// this file was added in NDK11 so use existence to detect (RELEASE.TXT no longer present)
|
|
if (File.Exists(Path.Combine(NDKRoot, "source.properties")))
|
|
{
|
|
switch (Arch)
|
|
{
|
|
case "-armv7":
|
|
OptionalLinkArguments = string.Format(" \"{0}\"", Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Build/Android/Prebuilt/bsdsignal/lib/armeabi-v7a/libbsdsignal.a"));
|
|
break;
|
|
|
|
case "-x86":
|
|
OptionalLinkArguments = string.Format(" \"{0}\"", Path.Combine(UnrealBuildTool.EngineDirectory.FullName, "Build/Android/Prebuilt/bsdsignal/lib/x86/libbsdsignal.a"));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int GPUArchIndex = 0; GPUArchIndex < GPUArchitectures.Count; GPUArchIndex++)
|
|
{
|
|
string GPUArchitecture = GPUArchitectures[GPUArchIndex];
|
|
int OutputPathIndex = ArchIndex * GPUArchitectures.Count + GPUArchIndex;
|
|
|
|
// Android will have an array of outputs
|
|
if (LinkEnvironment.OutputFilePaths.Count < OutputPathIndex ||
|
|
!LinkEnvironment.OutputFilePaths[OutputPathIndex].GetFileNameWithoutExtension().EndsWith(Arch + GPUArchitecture))
|
|
{
|
|
throw new BuildException("The OutputFilePaths array didn't match the Arches array in AndroidToolChain.LinkAllFiles");
|
|
}
|
|
|
|
// Create an action that invokes the linker.
|
|
Action LinkAction = ActionGraph.Add(ActionType.Link);
|
|
LinkAction.WorkingDirectory = UnrealBuildTool.EngineSourceDirectory.FullName;
|
|
|
|
if (LinkEnvironment.bIsBuildingLibrary)
|
|
{
|
|
switch (Arch)
|
|
{
|
|
case "-armv7": LinkAction.CommandPath = ArPathArm; break;
|
|
case "-arm64": LinkAction.CommandPath = ArPathArm64; break;
|
|
case "-x86": LinkAction.CommandPath = ArPathx86; ; break;
|
|
case "-x64": LinkAction.CommandPath = ArPathx64; ; break;
|
|
default: LinkAction.CommandPath = ArPathArm; ; break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LinkAction.CommandPath = ClangPath;
|
|
}
|
|
|
|
string LinkerPath = LinkAction.WorkingDirectory;
|
|
|
|
LinkAction.WorkingDirectory = LinkEnvironment.IntermediateDirectory.FullName;
|
|
|
|
// Get link arguments.
|
|
LinkAction.CommandArguments = LinkEnvironment.bIsBuildingLibrary ? GetArArguments(LinkEnvironment) : GetLinkArguments(LinkEnvironment, Arch);
|
|
|
|
// Add the output file as a production of the link action.
|
|
FileItem OutputFile;
|
|
OutputFile = FileItem.GetItemByFileReference(LinkEnvironment.OutputFilePaths[OutputPathIndex]);
|
|
Outputs.Add(OutputFile);
|
|
LinkAction.ProducedItems.Add(OutputFile);
|
|
LinkAction.StatusDescription = string.Format("{0}", Path.GetFileName(OutputFile.AbsolutePath));
|
|
|
|
// LinkAction.bPrintDebugInfo = true;
|
|
|
|
// Add the output file to the command-line.
|
|
if (LinkEnvironment.bIsBuildingLibrary)
|
|
{
|
|
LinkAction.CommandArguments += string.Format(" \"{0}\"", OutputFile.AbsolutePath);
|
|
}
|
|
else
|
|
{
|
|
LinkAction.CommandArguments += string.Format(" -o \"{0}\"", OutputFile.AbsolutePath);
|
|
}
|
|
|
|
// Add the input files to a response file, and pass the response file on the command-line.
|
|
List<string> InputFileNames = new List<string>();
|
|
foreach (FileItem InputFile in LinkEnvironment.InputFiles)
|
|
{
|
|
// make sure it's for current Arch
|
|
if (Path.GetFileNameWithoutExtension(InputFile.AbsolutePath).EndsWith(Arch + GPUArchitecture))
|
|
{
|
|
string AbsolutePath = InputFile.AbsolutePath.Replace("\\", "/");
|
|
|
|
AbsolutePath = AbsolutePath.Replace(LinkEnvironment.IntermediateDirectory.FullName.Replace("\\", "/"), "");
|
|
AbsolutePath = AbsolutePath.TrimStart(new char[] { '/' });
|
|
|
|
InputFileNames.Add(string.Format("\"{0}\"", AbsolutePath));
|
|
LinkAction.PrerequisiteItems.Add(InputFile);
|
|
}
|
|
}
|
|
|
|
FileReference ResponseFileName = GetResponseFileName(LinkEnvironment, OutputFile);
|
|
LinkAction.CommandArguments += string.Format(" @\"{0}\"", ResponseFile.Create(ResponseFileName, InputFileNames));
|
|
|
|
// libs don't link in other libs
|
|
if (!LinkEnvironment.bIsBuildingLibrary)
|
|
{
|
|
// Add the library paths to the argument list.
|
|
foreach (string LibraryPath in LinkEnvironment.LibraryPaths)
|
|
{
|
|
// LinkerPaths could be relative or absolute
|
|
string AbsoluteLibraryPath = ActionThread.ExpandEnvironmentVariables(LibraryPath);
|
|
if (IsDirectoryForArch(AbsoluteLibraryPath, Arch))
|
|
{
|
|
// environment variables aren't expanded when using the $( style
|
|
if (Path.IsPathRooted(AbsoluteLibraryPath) == false)
|
|
{
|
|
AbsoluteLibraryPath = Path.Combine(LinkerPath, AbsoluteLibraryPath);
|
|
}
|
|
LinkAction.CommandArguments += string.Format(" -L\"{0}\"", AbsoluteLibraryPath);
|
|
}
|
|
}
|
|
|
|
// add libraries in a library group
|
|
LinkAction.CommandArguments += string.Format(" -Wl,--start-group");
|
|
foreach (string AdditionalLibrary in LinkEnvironment.AdditionalLibraries)
|
|
{
|
|
if (!ShouldSkipLib(AdditionalLibrary, Arch, GPUArchitecture))
|
|
{
|
|
if (String.IsNullOrEmpty(Path.GetDirectoryName(AdditionalLibrary)))
|
|
{
|
|
LinkAction.CommandArguments += string.Format(" \"-l{0}\"", AdditionalLibrary);
|
|
}
|
|
else
|
|
{
|
|
// full pathed libs are compiled by us, so we depend on linking them
|
|
LinkAction.CommandArguments += string.Format(" \"{0}\"", Path.GetFullPath(AdditionalLibrary));
|
|
LinkAction.PrerequisiteItems.Add(FileItem.GetItemByPath(AdditionalLibrary));
|
|
}
|
|
}
|
|
}
|
|
LinkAction.CommandArguments += OptionalLinkArguments;
|
|
LinkAction.CommandArguments += string.Format(" -Wl,--end-group");
|
|
}
|
|
|
|
// Add the additional arguments specified by the environment.
|
|
LinkAction.CommandArguments += LinkEnvironment.AdditionalArguments;
|
|
LinkAction.CommandArguments = LinkAction.CommandArguments.Replace("\\", "/");
|
|
|
|
// Only execute linking on the local PC.
|
|
LinkAction.bCanExecuteRemotely = false;
|
|
}
|
|
}
|
|
|
|
return Outputs.ToArray();
|
|
}
|
|
|
|
public override void ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List<string> Libraries, List<UEBuildBundleResource> BundleResources, Dictionary<FileReference, BuildProductType> BuildProducts)
|
|
{
|
|
// the binary will have all of the .so's in the output files, we need to trim down to the shared apk (which is what needs to go into the manifest)
|
|
if (Binary.Config.Type != UEBuildBinaryType.StaticLibrary)
|
|
{
|
|
foreach (FileReference BinaryPath in Binary.Config.OutputFilePaths)
|
|
{
|
|
FileReference ApkFile = BinaryPath.ChangeExtension(".apk");
|
|
BuildProducts.Add(ApkFile, BuildProductType.Executable);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void CompileCSharpProject(CSharpEnvironment CompileEnvironment, FileReference ProjectFileName, FileReference DestinationFile, ActionGraph ActionGraph)
|
|
{
|
|
throw new BuildException("Android cannot compile C# files");
|
|
}
|
|
|
|
public static void OutputReceivedDataEventHandler(Object Sender, DataReceivedEventArgs Line)
|
|
{
|
|
if ((Line != null) && (Line.Data != null))
|
|
{
|
|
Log.TraceInformation(Line.Data);
|
|
}
|
|
}
|
|
|
|
public void StripSymbols(FileReference SourceFile, FileReference TargetFile)
|
|
{
|
|
if (SourceFile != TargetFile)
|
|
{
|
|
// Strip command only works in place so we need to copy original if target is different
|
|
File.Copy(SourceFile.FullName, TargetFile.FullName, true);
|
|
}
|
|
|
|
ProcessStartInfo StartInfo = new ProcessStartInfo();
|
|
if (SourceFile.FullName.Contains("-armv7"))
|
|
{
|
|
StartInfo.FileName = ArPathArm;
|
|
}
|
|
else
|
|
if (SourceFile.FullName.Contains("-arm64"))
|
|
{
|
|
StartInfo.FileName = ArPathArm64;
|
|
}
|
|
else
|
|
if (SourceFile.FullName.Contains("-x86"))
|
|
{
|
|
StartInfo.FileName = ArPathx86;
|
|
}
|
|
else
|
|
if (SourceFile.FullName.Contains("-x64"))
|
|
{
|
|
StartInfo.FileName = ArPathx64;
|
|
}
|
|
else
|
|
{
|
|
throw new BuildException("Couldn't determine Android architecture to strip symbols from {0}", SourceFile.FullName);
|
|
}
|
|
|
|
// fix the executable (replace the last -ar with -strip and keep any extension)
|
|
int ArIndex = StartInfo.FileName.LastIndexOf("-ar");
|
|
StartInfo.FileName = StartInfo.FileName.Substring(0, ArIndex) + "-strip" + StartInfo.FileName.Substring(ArIndex + 3);
|
|
|
|
StartInfo.Arguments = "--strip-debug " + TargetFile.FullName;
|
|
StartInfo.UseShellExecute = false;
|
|
StartInfo.CreateNoWindow = true;
|
|
Utils.RunLocalProcessAndLogOutput(StartInfo);
|
|
}
|
|
};
|
|
}
|