Files
UnrealEngineUWP/Engine/Source/Programs/LowLevelTests/LowLevelTests.Target.cs
chris constantinescu 911e95a6d0 Low level tests - platform fixes and presubmit default compilation to prevent breaking
- Addressed remaining NDA platform code that was present in public facing folders
- Compile LowLevelTests target by default on presubmits and incremental builds for Main and 5.0
- Add dummy test on LowLevelTetsts and run it on consoles daily - this test is called "Self" and it's a sanity check run for Catch2
- Fixed Switch indefinite hang - Self test run successfully on this console
- Added IRunningStateOptions to control app run state: startup and check running state options
- AudioUnitTests run successfully on XboxOneGDK and XSX
- XSX Self and AudioUnitTests run successfully but XSX reports VideoEscape errors - JIRA UE-131334

#jira UEENGQA-52681, UE-127449
#rb Jerome.Delattre

#ROBOMERGE-AUTHOR: chris.constantinescu
#ROBOMERGE-SOURCE: CL 17830364 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 17830380 by chris constantinescu in ue5-release-engine-test branch]
2021-10-15 12:17:53 -04:00

78 lines
2.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
[SupportedPlatforms(UnrealPlatformClass.All)]
public class LowLevelTestsTarget : TargetRules
{
public LowLevelTestsTarget(TargetInfo Target) : base(Target)
{
ExeBinariesSubFolder = LaunchModuleName = "LowLevelTests";
SolutionDirectory = "Programs/LowLevelTests";
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
bDeployAfterCompile = false;
bIsBuildingConsoleApplication = true;
// Disabling default true flags that aren't necessary for tests
// Lean and Mean mode
bBuildDeveloperTools = false;
// No localization
bCompileICU = false;
// No need for shaders by default
bForceBuildShaderFormats = false;
// Do not link against the engine, no Chromium Embedded Framework etc.
bCompileAgainstEngine = false;
bCompileCEF3 = false;
bCompileAgainstCoreUObject = false;
bCompileAgainstApplicationCore = false;
bUseLoggingInShipping = true;
bool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development;
bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment;
// Disable malloc profiling in tests
bUseMallocProfiler = false;
// Useful for debugging test failures
if (Target.Configuration == UnrealTargetConfiguration.Debug)
{
bDebugBuildsActuallyUseDebugCRT = true;
}
GlobalDefinitions.Add("STATS=0");
// Platform specific setup
if (Target.Platform == UnrealTargetPlatform.Android)
{
UndecoratedConfiguration = Target.Configuration;
string VersionScriptFile = Path.Combine(Directory.GetCurrentDirectory(), @"Developer\LowLevelTestsRunner\Private\Platform\Android\HideSymbols.ldscript");
AdditionalLinkerArguments = " -Wl,--version-script=" + VersionScriptFile;
GlobalDefinitions.Add("USE_ANDROID_INPUT=0");
GlobalDefinitions.Add("USE_ANDROID_OPENGL=0");
GlobalDefinitions.Add("USE_ANDROID_LAUNCH=0");
GlobalDefinitions.Add("USE_ANDROID_JNI=0");
}
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
GlobalDefinitions.Add("HAS_METAL=0");
}
}
protected void SetupModule()
{
LaunchModuleName = this.GetType().Name.Replace("Target", string.Empty);
ExeBinariesSubFolder = LaunchModuleName;
}
}