Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Platform/Android/UEBuildAndroid.cs
Marc Audy 0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00

557 lines
18 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using EpicGames.Core;
namespace UnrealBuildTool
{
/// <summary>
/// Android-specific target settings
/// </summary>
public partial class AndroidTargetRules
{
/// <summary>
/// Lists Architectures that you want to build
/// </summary>
[CommandLine("-Architectures=", ListSeparator = '+')]
public List<string> Architectures = new List<string>();
/// <summary>
/// Lists GPU Architectures that you want to build (mostly used for mobile etc.)
/// </summary>
[CommandLine("-GPUArchitectures=", ListSeparator = '+')]
public List<string> GPUArchitectures = new List<string>();
/// <summary>
/// Enables address sanitizer (ASan)
/// </summary>
[CommandLine("-EnableASan")]
public bool bEnableAddressSanitizer = false;
/// <summary>
/// Enables HW address sanitizer (HWASan)
/// </summary>
[CommandLine("-EnableHWASan")]
public bool bEnableHWAddressSanitizer = false;
/// <summary>
/// Enables thread sanitizer (TSan)
/// </summary>
//[CommandLine("-EnableTSan")]
public bool bEnableThreadSanitizer = false;
/// <summary>
/// Enables undefined behavior sanitizer (UBSan)
/// </summary>
[CommandLine("-EnableUBSan")]
public bool bEnableUndefinedBehaviorSanitizer = false;
/// <summary>
/// Enables minimal undefined behavior sanitizer (UBSan)
/// </summary>
[CommandLine("-EnableMinUBSan")]
public bool bEnableMinimalUndefinedBehaviorSanitizer = false;
}
/// <summary>
/// Read-only wrapper for Android-specific target settings
/// </summary>
public partial class ReadOnlyAndroidTargetRules
{
/// <summary>
/// The private mutable settings object
/// </summary>
private AndroidTargetRules Inner;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Inner">The settings object to wrap</param>
public ReadOnlyAndroidTargetRules(AndroidTargetRules Inner)
{
this.Inner = Inner;
}
/// <summary>
/// Accessors for fields on the inner TargetRules instance
/// </summary>
#region Read-only accessor properties
#pragma warning disable CS1591
public IReadOnlyList<string> Architectures
{
get { return Inner.Architectures.AsReadOnly(); }
}
public IReadOnlyList<string> GPUArchitectures
{
get { return Inner.GPUArchitectures.AsReadOnly(); }
}
public bool bEnableAddressSanitizer
{
get { return Inner.bEnableAddressSanitizer; }
}
public bool bEnableHWAddressSanitizer
{
get { return Inner.bEnableHWAddressSanitizer; }
}
public bool bEnableThreadSanitizer
{
get { return Inner.bEnableThreadSanitizer; }
}
public bool bEnableUndefinedBehaviorSanitizer
{
get { return Inner.bEnableUndefinedBehaviorSanitizer; }
}
public bool bEnableMinimalUndefinedBehaviorSanitizer
{
get { return Inner.bEnableMinimalUndefinedBehaviorSanitizer; }
}
public AndroidTargetRules TargetRules
{
get { return Inner; }
}
#pragma warning restore CS1591
#endregion
}
class AndroidPlatform : UEBuildPlatform
{
UEBuildPlatformSDK SDK;
public AndroidPlatform(UnrealTargetPlatform InTargetPlatform, UEBuildPlatformSDK InSDK)
: base(InTargetPlatform, InSDK)
{
SDK = InSDK;
}
public AndroidPlatform(AndroidPlatformSDK InSDK) : this(UnrealTargetPlatform.Android, InSDK)
{
}
public override void ResetTarget(TargetRules Target)
{
ValidateTarget(Target);
Target.bDeployAfterCompile = true;
}
public override void ValidateTarget(TargetRules Target)
{
Target.bCompilePhysX = true;
Target.bCompileAPEX = false;
Target.bCompileNvCloth = false;
Target.bCompileRecast = true;
Target.bCompileISPC = false;
}
public override bool CanUseXGE()
{
// Disable when building on Linux
return BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Linux;
}
public override bool IsBuildProduct(string FileName, string[] NamePrefixes, string[] NameSuffixes)
{
return IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".so")
|| IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".apk")
|| IsBuildProductWithArch(FileName, NamePrefixes, NameSuffixes, ".a");
}
static bool IsBuildProductWithArch(string Name, string[] NamePrefixes, string[] NameSuffixes, string Extension)
{
// Strip off the extension, then a CPU suffix, before testing whether it matches a build product name.
if (Name.EndsWith(Extension, StringComparison.InvariantCultureIgnoreCase))
{
int ExtensionEndIdx = Name.Length - Extension.Length;
foreach (string CpuSuffix in AndroidToolChain.AllCpuSuffixes)
{
int CpuIdx = ExtensionEndIdx - CpuSuffix.Length;
if (CpuIdx > 0 && String.Compare(Name, CpuIdx, CpuSuffix, 0, CpuSuffix.Length, StringComparison.InvariantCultureIgnoreCase) == 0)
{
return IsBuildProductName(Name, 0, CpuIdx, NamePrefixes, NameSuffixes);
}
}
}
return false;
}
public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
{
switch (InBinaryType)
{
case UEBuildBinaryType.DynamicLinkLibrary:
return ".so";
case UEBuildBinaryType.Executable:
return ".so";
case UEBuildBinaryType.StaticLibrary:
return ".a";
}
return base.GetBinaryExtension(InBinaryType);
}
public override string[] GetDebugInfoExtensions(ReadOnlyTargetRules InTarget, UEBuildBinaryType InBinaryType)
{
return new string [] {};
}
public override void FindAdditionalBuildProductsToClean(ReadOnlyTargetRules Target, List<FileReference> FilesToDelete, List<DirectoryReference> DirectoriesToDelete)
{
base.FindAdditionalBuildProductsToClean(Target, FilesToDelete, DirectoriesToDelete);
if(Target.ProjectFile != null)
{
DirectoriesToDelete.Add(DirectoryReference.Combine(DirectoryReference.FromFile(Target.ProjectFile), "Intermediate", "Android"));
}
}
public virtual bool HasSpecificDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
string[] BoolKeys = new string[] {
"bBuildForArm64", "bBuildForX8664",
"bBuildForES31", "bBuildWithHiddenSymbolVisibility", "bSaveSymbols"
};
string[] StringKeys = new string[] {
"NDKAPILevelOverride"
};
// look up Android specific settings
if (!DoProjectSettingsMatchDefault(Platform, ProjectPath, "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings",
BoolKeys, null, StringKeys))
{
return false;
}
return true;
}
public override bool HasDefaultBuildConfig(UnrealTargetPlatform Platform, DirectoryReference ProjectPath)
{
// @todo Lumin: This is kinda messy - better way?
if (HasSpecificDefaultBuildConfig(Platform, ProjectPath) == false)
{
return false;
}
// any shared-between-all-androids would be here
// check the base settings
return base.HasDefaultBuildConfig(Platform, ProjectPath);
}
public override bool ShouldCompileMonolithicBinary(UnrealTargetPlatform InPlatform)
{
// This platform currently always compiles monolithic
return true;
}
/// <summary>
/// Modify the rules for a newly created module, where the target is a different host platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
// don't do any target platform stuff if SDK is not available
if (!UEBuildPlatform.IsPlatformAvailableForTarget(Platform, Target))
{
return;
}
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac) || (Target.Platform == UnrealTargetPlatform.Linux))
{
bool bBuildShaderFormats = Target.bForceBuildShaderFormats;
if (!Target.bBuildRequiresCookedData)
{
if (ModuleName == "Engine")
{
if (Target.bBuildDeveloperTools)
{
Rules.DynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
}
}
else if (ModuleName == "TargetPlatform")
{
bBuildShaderFormats = true;
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatDXT");
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatASTC");
Rules.DynamicallyLoadedModuleNames.Add("TextureFormatETC2"); // ETC2
if (Target.bBuildDeveloperTools)
{
//Rules.DynamicallyLoadedModuleNames.Add("AudioFormatADPCM"); //@todo android: android audio
}
}
}
// allow standalone tools to use targetplatform modules, without needing Engine
if (ModuleName == "TargetPlatform")
{
if (Target.bForceBuildTargetPlatforms)
{
Rules.DynamicallyLoadedModuleNames.Add("AndroidTargetPlatform");
}
if (bBuildShaderFormats)
{
//Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatAndroid"); //@todo android: ShaderFormatAndroid
}
}
if (ModuleName == "UnrealEd")
{
Rules.DynamicallyLoadedModuleNames.Add("AndroidPlatformEditor");
}
}
}
public override List<FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference? ProjectFile, ReadOnlyTargetRules Target)
{
AndroidToolChain ToolChain = (AndroidToolChain)CreateToolChain(Target);
List<string> Architectures = ToolChain.GetAllArchitectures();
// make multiple output binaries
List<FileReference> AllBinaries = new List<FileReference>();
foreach (string Architecture in Architectures)
{
string BinaryPath;
if (Target.bShouldCompileAsDLL)
{
BinaryPath = Path.Combine(BinaryName.Directory.FullName, Target.Configuration.ToString(), "libUnreal.so");
}
else
{
BinaryPath = AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture);
}
AllBinaries.Add(new FileReference(BinaryPath));
}
return AllBinaries;
}
public override void AddExtraModules(ReadOnlyTargetRules Target, List<string> PlatformExtraModules)
{
if (Target.Type != TargetType.Program)
{
PlatformExtraModules.Add("VulkanRHI");
}
}
/// <summary>
/// Modify the rules for a newly created module, in a target that's being built for this platform.
/// This is not required - but allows for hiding details of a particular platform.
/// </summary>
/// <param name="ModuleName">The name of the module</param>
/// <param name="Rules">The module rules</param>
/// <param name="Target">The target being build</param>
public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, ReadOnlyTargetRules Target)
{
}
public virtual void SetUpSpecificEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
string NDKPath = Environment.GetEnvironmentVariable("NDKROOT")!;
NDKPath = NDKPath.Replace("\"", "");
AndroidToolChain ToolChain = new AndroidToolChain(Target.ProjectFile, false, Target.AndroidPlatform.Architectures, Target.AndroidPlatform.GPUArchitectures);
// figure out the NDK version
string? NDKToolchainVersion = SDK.GetInstalledVersion();
UInt64 NDKVersionInt;
SDK.TryConvertVersionToInt(NDKToolchainVersion, out NDKVersionInt);
// PLATFORM_ANDROID_NDK_VERSION is in the form 150100, where 15 is major version, 01 is the letter (1 is 'a'), 00 indicates beta revision if letter is 00
CompileEnvironment.Definitions.Add(string.Format("PLATFORM_ANDROID_NDK_VERSION={0}", NDKVersionInt));
Log.TraceInformation("NDK toolchain: {0}, NDK version: {1}, ClangVersion: {2}", NDKToolchainVersion, NDKVersionInt, ToolChain.GetClangVersionString());
CompileEnvironment.Definitions.Add("PLATFORM_DESKTOP=0");
CompileEnvironment.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
CompileEnvironment.Definitions.Add("UNICODE");
CompileEnvironment.Definitions.Add("_UNICODE");
CompileEnvironment.Definitions.Add("PLATFORM_ANDROID=1");
CompileEnvironment.Definitions.Add("ANDROID=1");
CompileEnvironment.Definitions.Add("WITH_EDITOR=0");
CompileEnvironment.Definitions.Add("USE_NULL_RHI=0");
DirectoryReference NdkDir = new DirectoryReference(NDKPath);
//CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/llvm-libc++/include"));
// the toolchain will actually filter these out
LinkEnvironment.SystemLibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/llvm-libc++/libs/arm64-v8a"));
LinkEnvironment.SystemLibraryPaths.Add(DirectoryReference.Combine(NdkDir, "sources/cxx-stl/llvm-libc++/libs/x86_64"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/android/native_app_glue"));
CompileEnvironment.SystemIncludePaths.Add(DirectoryReference.Combine(NdkDir, "sources/android/cpufeatures"));
//@TODO: Tegra Gfx Debugger - standardize locations - for now, change the hardcoded paths and force this to return true to test
if (UseTegraGraphicsDebugger(Target))
{
//LinkEnvironment.LibraryPaths.Add("ThirdParty/NVIDIA/TegraGfxDebugger");
//LinkEnvironment.LibraryPaths.Add("F:/NVPACK/android-kk-egl-t124-a32/stub");
//LinkEnvironment.AdditionalLibraries.Add("Nvidia_gfx_debugger_stub");
}
if (!UseTegraGraphicsDebugger(Target))
{
LinkEnvironment.SystemLibraries.Add("GLESv3");
LinkEnvironment.SystemLibraries.Add("EGL");
}
LinkEnvironment.SystemLibraries.Add("android");
LinkEnvironment.SystemLibraries.Add("OpenSLES");
}
public override void SetUpEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
{
CompileEnvironment.Definitions.Add("PLATFORM_DESKTOP=0");
CompileEnvironment.Definitions.Add("PLATFORM_CAN_SUPPORT_EDITORONLY_DATA=0");
CompileEnvironment.Definitions.Add("WITH_OGGVORBIS=1");
CompileEnvironment.Definitions.Add("UNICODE");
CompileEnvironment.Definitions.Add("_UNICODE");
CompileEnvironment.Definitions.Add("PLATFORM_ANDROID=1");
CompileEnvironment.Definitions.Add("ANDROID=1");
CompileEnvironment.Definitions.Add("WITH_EDITOR=0");
CompileEnvironment.Definitions.Add("USE_NULL_RHI=0");
if (Target.bPGOOptimize || Target.bPGOProfile)
{
Log.TraceInformation("PGO {0} build", Target.bPGOOptimize ? "optimize" : "profile");
if(Target.bPGOOptimize)
{
CompileEnvironment.PGODirectory = Path.Combine(DirectoryReference.FromFile(Target.ProjectFile)!.FullName, "Platforms", "Android", "Build", "PGO");
CompileEnvironment.PGOFilenamePrefix = string.Format("{0}-Android", Target.Name);
LinkEnvironment.PGODirectory = CompileEnvironment.PGODirectory;
LinkEnvironment.PGOFilenamePrefix = CompileEnvironment.PGOFilenamePrefix;
Log.TraceInformation("PGO Dir: {0}", CompileEnvironment.PGODirectory);
Log.TraceInformation("PGO Prefix: {0}", CompileEnvironment.PGOFilenamePrefix);
}
}
CompileEnvironment.Definitions.Add("INT64_T_TYPES_NOT_LONG_LONG=1");
SetUpSpecificEnvironment(Target, CompileEnvironment, LinkEnvironment);
// deliberately not linking stl or stdc++ here (c++_shared is default)
LinkEnvironment.SystemLibraries.Add("c");
LinkEnvironment.SystemLibraries.Add("dl");
LinkEnvironment.SystemLibraries.Add("log");
LinkEnvironment.SystemLibraries.Add("m");
LinkEnvironment.SystemLibraries.Add("z");
LinkEnvironment.SystemLibraries.Add("atomic");
}
private bool UseTegraGraphicsDebugger(ReadOnlyTargetRules Target)
{
// Disable for now
return false;
}
public override bool ShouldCreateDebugInfo(ReadOnlyTargetRules Target)
{
switch (Target.Configuration)
{
case UnrealTargetConfiguration.Development:
case UnrealTargetConfiguration.Shipping:
case UnrealTargetConfiguration.Test:
case UnrealTargetConfiguration.Debug:
default:
return true;
};
}
static public AndroidToolChainOptions CreateToolChainOptions(AndroidTargetRules TargetRules)
{
AndroidToolChainOptions Options = AndroidToolChainOptions.None;
if (TargetRules.bEnableAddressSanitizer)
{
Options |= AndroidToolChainOptions.EnableAddressSanitizer;
}
else if (TargetRules.bEnableHWAddressSanitizer)
{
Options |= AndroidToolChainOptions.EnableHWAddressSanitizer;
}
if (TargetRules.bEnableThreadSanitizer)
{
Options |= AndroidToolChainOptions.EnableThreadSanitizer;
}
if (TargetRules.bEnableUndefinedBehaviorSanitizer)
{
Options |= AndroidToolChainOptions.EnableUndefinedBehaviorSanitizer;
}
else if (TargetRules.bEnableMinimalUndefinedBehaviorSanitizer)
{
Options |= AndroidToolChainOptions.EnableMinimalUndefinedBehaviorSanitizer;
}
return Options;
}
public override UEToolChain CreateToolChain(ReadOnlyTargetRules Target)
{
bool bUseLdGold = Target.bUseUnityBuild;
AndroidToolChainOptions Options = CreateToolChainOptions(Target.AndroidPlatform.TargetRules);
return new AndroidToolChain(Target.ProjectFile, bUseLdGold, Target.AndroidPlatform.Architectures, Target.AndroidPlatform.GPUArchitectures, Options);
}
public virtual UEToolChain CreateTempToolChainForProject(FileReference? ProjectFile)
{
AndroidTargetRules TargetRules = new AndroidTargetRules();
CommandLine.ParseArguments(Environment.GetCommandLineArgs(), TargetRules);
AndroidToolChainOptions Options = CreateToolChainOptions(TargetRules);
return new AndroidToolChain(ProjectFile, true, null, null, Options);
}
/// <summary>
/// Deploys the given target
/// </summary>
/// <param name="Receipt">Receipt for the target being deployed</param>
public override void Deploy(TargetReceipt Receipt)
{
// do not package data if building via UBT
new UEDeployAndroid(Receipt.ProjectFile, false).PrepTargetForDeployment(Receipt);
}
}
class AndroidPlatformFactory : UEBuildPlatformFactory
{
public override UnrealTargetPlatform TargetPlatform
{
get { return UnrealTargetPlatform.Android; }
}
public override void RegisterBuildPlatforms()
{
AndroidPlatformSDK SDK = new AndroidPlatformSDK();
// Register this build platform
UEBuildPlatform.RegisterBuildPlatform(new AndroidPlatform(SDK));
UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Android, UnrealPlatformGroup.Android);
}
}
}