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- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
39 lines
1.6 KiB
C#
39 lines
1.6 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class WinPixEventRuntime : ModuleRules
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{
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public WinPixEventRuntime(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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if (Target.WindowsPlatform.Architecture == UnrealArch.Arm64 || Target.WindowsPlatform.Architecture == UnrealArch.X64)
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{
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string ThirdPartyDir = Path.Combine(Target.UEThirdPartySourceDirectory, "Windows", "PIX");
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string IncludeDir = Path.Combine(ThirdPartyDir, "include");
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string LibrariesDir = Path.Combine(ThirdPartyDir, "Lib", Target.WindowsPlatform.Architecture.ToString());
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string BinariesDir = Path.Combine("$(EngineDir)", "Binaries", "ThirdParty", "Windows", "WinPixEventRuntime", Target.WindowsPlatform.Architecture.ToString());
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string BinaryBaseName = Target.WindowsPlatform.Architecture == UnrealArch.Arm64 ? "WinPixEventRuntime_UAP" : "WinPixEventRuntime";
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string WinPixDll = BinaryBaseName + ".dll";
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string WinPixLib = BinaryBaseName + ".lib";
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PublicDefinitions.Add("WITH_PIX_EVENT_RUNTIME=1");
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PublicSystemIncludePaths.Add(IncludeDir);
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PublicAdditionalLibraries.Add(Path.Combine(LibrariesDir, WinPixLib));
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RuntimeDependencies.Add(Path.Combine(BinariesDir, WinPixDll));
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PublicDelayLoadDLLs.Add(WinPixDll);
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// see pixeventscommon.h - MSVC has no support for __has_feature(address_sanitizer) so need to define this manually
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if (Target.WindowsPlatform.Compiler != WindowsCompiler.Clang && Target.WindowsPlatform.bEnableAddressSanitizer)
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{
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PublicDefinitions.Add("PIX_ENABLE_BLOCK_ARGUMENT_COPY=0");
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}
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}
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}
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}
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