Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/BenchmarkBuild/BenchmarkBuild.Automation.cs
andrew grant f7161586b1 Editgrating benchmark build script from UE4/Main
#ROBOMERGE-SOURCE: CL 11576916 via CL 11576921 via CL 11576922 via CL 11576924
#ROBOMERGE-BOT: (v654-11333218)

[CL 11576925 by andrew grant in Main branch]
2020-02-21 13:09:10 -05:00

441 lines
14 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using AutomationTool;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Tools.DotNETCommon;
using UnrealBuildTool;
namespace AutomationTool.Benchmark
{
[Help("Runs benchmarks and reports overall results")]
[Help("Example1: RunUAT BenchmarkBuild -all -project=UE4")]
[Help("Example2: RunUAT BenchmarkBuild -allcompile -project=UE4+EngineTest -platform=PS4")]
[Help("Example3: RunUAT BenchmarkBuild -editor -client -cook -cooknoshaderddc -cooknoddc -xge -noxge -singlecompile -nopcompile -project=UE4+QAGame+EngineTest -platform=WIn64+PS4+XboxOne+Switch -iterations=3")]
[Help("preview", "List everything that will run but don't do it")]
[Help("project=<name>", "Do tests on the specified projec(s)t. E.g. -project=UE4+FortniteGame+QAGame")]
[Help("all", "Run all the things (except noddc)")]
[Help("allcompile", "Run all the compile things")]
[Help("editor", "Build an editor for compile tests")]
[Help("client", "Build a client for comple tests (see -platform)")]
[Help("platform=<p1+p2>", "Specify the platform(s) to use for client compilation/cooking, if empty the local platform be used if -client or -cook is specified")]
[Help("xge", "Do a compile with XGE / FASTBuild")]
[Help("noxge", "Do a compile without XGE / FASTBuild")]
[Help("singlecompile", "Do a single-file compile")]
[Help("nopcompile", "Do a nothing-needs-compiled compile")]
[Help("cook", "Do a cook for the specified platform")]
[Help("cooknoshaderddc", "Do a cook test with no ddc for shaders")]
[Help("cooknoddc", "Do a cook test with nodcc (likely to take 10+ hours with cookfortnite)")]
[Help("iterations=<n>", "How many times to perform each test)")]
[Help("wait=<n>", "How many seconds to wait between each test)")]
[Help("filename", "Name/path of file to write CSV results to. If empty the local machine name will be used")]
[Help("warmcook", "Before cooking do a non-timed cook to make sure any DDC is full")]
[Help("noclean", "Don't build from clean. (Mostly just to speed things up when testing)")]
class BenchmarkBuild : BuildCommand
{
protected List<BenchmarkTaskBase> Tasks = new List<BenchmarkTaskBase>();
protected Dictionary<BenchmarkTaskBase, List<TimeSpan>> Results = new Dictionary<BenchmarkTaskBase, List<TimeSpan>>();
public BenchmarkBuild()
{
}
public override ExitCode Execute()
{
bool Preview = ParseParam("preview");
bool AllThings = ParseParam("all");
bool AllCompile = AllThings | ParseParam("allcompile");
bool DoUE4 = AllCompile | ParseParam("ue4");
bool DoBuildEditorTests = AllCompile | ParseParam("editor");
bool DoBuildClientTests = AllCompile | ParseParam("client");
bool DoNoCompile = AllCompile | ParseParam("nopcompile");
bool DoSingleCompile = AllCompile | ParseParam("singlecompile");
bool DoAcceleratedCompile = AllCompile | ParseParam("xge") | ParseParam("fastbuild");
bool DoNoAcceleratedCompile = AllCompile | ParseParam("noxge") | ParseParam("nofastbuild");
bool DoCookTests = AllThings | ParseParam("cook");
bool DoWarmCook = AllThings | ParseParam("warmcook");
bool DoNoShaderDDC = AllThings | ParseParam("cooknoshaderddc");
bool DoNoDDC = ParseParam("cooknoddc");
bool NoClean = ParseParam("noclean");
int TimeBetweenTasks = ParseParamInt("wait", 10);
int NumLoops = ParseParamInt("iterations", 1);
string FileName = ParseParamValue("filename", string.Format("{0}_Results.csv", Environment.MachineName));
// We always build the editor for the platform we're running on
UnrealTargetPlatform EditorPlatform = BuildHostPlatform.Current.Platform;
List<UnrealTargetPlatform> ClientPlatforms = new List<UnrealTargetPlatform>();
string PlatformArg = ParseParamValue("platform", "");
if (!string.IsNullOrEmpty(PlatformArg))
{
var PlatformList = PlatformArg.Split(new[] { '+', ',' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var Platform in PlatformList)
{
UnrealTargetPlatform PlatformEnum;
if (!UnrealTargetPlatform.TryParse(Platform, out PlatformEnum))
{
throw new AutomationException("{0} is not a valid Unreal Platform", Platform);
}
ClientPlatforms.Add(PlatformEnum);
}
}
else
{
ClientPlatforms.Add(EditorPlatform);
}
DoAcceleratedCompile = DoAcceleratedCompile && BenchmarkBuildTask.SupportsAcceleration;
// Set this based on whether the user specified -noclean
BuildOptions CleanFlag = NoClean ? BuildOptions.None : BuildOptions.Clean;
List<string> ProjectsToBenchmark = new List<string>();
string ProjectsArg = ParseParamValue("project", null);
// Look at the project argument and verify it's a valid uproject
if (!string.IsNullOrEmpty(ProjectsArg))
{
var ProjectList = ProjectsArg.Split(new[] { '+', ',' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var Project in ProjectList)
{
if (!string.Equals(Project, "UE4", StringComparison.OrdinalIgnoreCase))
{
FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(Project);
if (ProjectFile == null)
{
throw new AutomationException("Could not find project file for {0}", Project);
}
}
ProjectsToBenchmark.Add(Project);
}
}
foreach (var Project in ProjectsToBenchmark)
{
bool IsVanillaUE4 = string.Equals(Project, "UE4", StringComparison.OrdinalIgnoreCase);
if (DoBuildEditorTests)
{
BuildOptions NoAndSingleCompileOptions = BuildOptions.None;
if (DoAcceleratedCompile)
{
Tasks.Add(new BenchmarkBuildTask(Project, "Editor", EditorPlatform, CleanFlag));
}
if (DoNoAcceleratedCompile)
{
Tasks.Add(new BenchmarkBuildTask(Project, "Editor", EditorPlatform, CleanFlag | BuildOptions.NoAcceleration));
NoAndSingleCompileOptions |= BuildOptions.NoAcceleration;
}
if (DoNoCompile)
{
// note, don't clean since we build normally then build a single file
Tasks.Add(new BenchmarkNopCompileTask(Project, "Editor", EditorPlatform, NoAndSingleCompileOptions));
}
if (DoSingleCompile)
{
FileReference SourceFile = FindProjectSourceFile(Project);
// note, don't clean since we build normally then build again
Tasks.Add(new BenchmarkSingleCompileTask(Project, "Editor", EditorPlatform, SourceFile, NoAndSingleCompileOptions));
}
}
if (DoBuildClientTests)
{
// build a client if the project supports it
string TargetName = ProjectSupportsClientBuild(Project) ? "Client" : "Game";
foreach (var ClientPlatform in ClientPlatforms)
{
BuildOptions NoAndSingleCompileOptions = BuildOptions.None;
if (DoAcceleratedCompile)
{
Tasks.Add(new BenchmarkBuildTask(Project, TargetName, ClientPlatform, CleanFlag));
}
if (DoNoAcceleratedCompile)
{
Tasks.Add(new BenchmarkBuildTask(Project, TargetName, ClientPlatform, CleanFlag | BuildOptions.NoAcceleration));
NoAndSingleCompileOptions |= BuildOptions.NoAcceleration;
}
if (DoNoCompile)
{
// note, don't clean since we build normally then build again
Tasks.Add(new BenchmarkNopCompileTask(Project, TargetName, ClientPlatform, NoAndSingleCompileOptions));
}
if (DoSingleCompile)
{
FileReference SourceFile = FindProjectSourceFile(Project);
// note, don't clean since we build normally then build a single file
Tasks.Add(new BenchmarkSingleCompileTask(Project, TargetName, ClientPlatform, SourceFile, NoAndSingleCompileOptions));
}
}
}
// Do cook tests if this is a project and not the engine
if (DoCookTests && !IsVanillaUE4)
{
// Cook a client if the project supports it
CookOptions ClientCookOptions = ProjectSupportsClientBuild(Project) ? CookOptions.Client : CookOptions.None;
foreach (var ClientPlatform in ClientPlatforms)
{
CookOptions TaskCookOptions = ClientCookOptions | CookOptions.Clean;
if (DoWarmCook)
{
TaskCookOptions |= CookOptions.WarmCook;
}
if (DoCookTests)
{
Tasks.Add(new BenchmarkCookTask(Project, ClientPlatform, TaskCookOptions));
TaskCookOptions = ClientCookOptions | CookOptions.Clean;
}
if (DoNoShaderDDC)
{
Tasks.Add(new BenchmarkCookTask(Project, ClientPlatform, TaskCookOptions | CookOptions.NoShaderDDC));
TaskCookOptions = ClientCookOptions | CookOptions.Clean;
}
if (DoNoDDC)
{
Tasks.Add(new BenchmarkCookTask(Project, ClientPlatform, TaskCookOptions | CookOptions.NoDDC));
}
}
}
}
Log.TraceInformation("Will execute tests:");
foreach (var Task in Tasks)
{
Log.TraceInformation("{0}", Task.GetFullTaskName());
}
if (!Preview)
{
// create results lists
foreach (var Task in Tasks)
{
Results.Add(Task, new List<TimeSpan>());
}
DateTime StartTime = DateTime.Now;
for (int i = 0; i < NumLoops; i++)
{
foreach (var Task in Tasks)
{
Log.TraceInformation("Starting task {0} (Pass {1})", Task.GetFullTaskName(), i+1);
Task.Run();
Log.TraceInformation("Task {0} took {1}", Task.GetFullTaskName(), Task.TaskTime.ToString(@"hh\:mm\:ss"));
Results[Task].Add(Task.TaskTime);
WriteCSVResults(FileName);
Log.TraceInformation("Waiting {0} secs until next task", TimeBetweenTasks);
Thread.Sleep(TimeBetweenTasks * 1000);
}
}
Log.TraceInformation("**********************************************************************");
Log.TraceInformation("Test Results:");
foreach (var Task in Tasks)
{
string TimeString = "";
IEnumerable<TimeSpan> TaskTimes = Results[Task];
foreach (var TaskTime in TaskTimes)
{
if (TimeString.Length > 0)
{
TimeString += ", ";
}
if (TaskTime == TimeSpan.Zero)
{
TimeString += "Failed";
}
else
{
TimeString += TaskTime.ToString(@"hh\:mm\:ss");
}
}
var AvgTimeString = "";
if (TaskTimes.Count() > 1)
{
var AvgTime = new TimeSpan(TaskTimes.Sum(T => T.Ticks) / TaskTimes.Count());
AvgTimeString = string.Format(" (Avg: {0})", AvgTime.ToString(@"hh\:mm\:ss"));
}
Log.TraceInformation("Task {0}:\t{1}{2}", Task.GetFullTaskName(), TimeString, AvgTimeString);
}
Log.TraceInformation("**********************************************************************");
TimeSpan Elapsed = DateTime.Now - StartTime;
Log.TraceInformation("Total benchmark time: {0}", Elapsed.ToString(@"hh\:mm\:ss"));
WriteCSVResults(FileName);
}
return ExitCode.Success;
}
/// <summary>
/// Writes our current result to a CSV file. It's expected that this function is called multiple times so results are
/// updated as we go
/// </summary>
void WriteCSVResults(string FileName)
{
Log.TraceInformation("Writing results to {0}", FileName);
try
{
List<string> Lines = new List<string>();
// first line is machine name,CPU count,Iteration 1, Iteration 2 etc
string FirstLine = string.Format("{0},{1}", Environment.MachineName, Environment.ProcessorCount);
if (Tasks.Count() > 0)
{
int Iterations = Results[Tasks.First()].Count();
if (Iterations > 0)
{
for (int i = 0; i < Iterations; i++)
{
FirstLine += ",";
FirstLine += string.Format("Iteration {0}", i + 1);
}
}
}
Lines.Add(FirstLine);
foreach (var Task in Tasks)
{
// start with Name, StartTime
string Line = string.Format("{0},{1}", Task.GetFullTaskName(), Task.StartTime.ToString("yyyy-dd-MM HH:mm:ss"));
// now append all iteration times
foreach (TimeSpan TaskTime in Results[Task])
{
Line += ",";
if (TaskTime == TimeSpan.Zero)
{
Line += "FAILED";
}
else
{
Line += TaskTime.ToString(@"hh\:mm\:ss");
}
}
Lines.Add(Line);
}
File.WriteAllLines(FileName, Lines.ToArray());
}
catch (Exception Ex)
{
Log.TraceError("Failed to write CSV to {0}. {1}", FileName, Ex);
}
}
/// <summary>
/// Returns true/false based on whether the project supports a client configuration
/// </summary>
/// <param name="ProjectName"></param>
/// <returns></returns>
bool ProjectSupportsClientBuild(string ProjectName)
{
if (ProjectName.Equals("UE4", StringComparison.OrdinalIgnoreCase))
{
// UE4
return true;
}
FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName);
DirectoryReference SourceDir = DirectoryReference.Combine(ProjectFile.Directory, "Source");
var Files = DirectoryReference.EnumerateFiles(SourceDir, "*Client.Target.cs");
return Files.Any();
}
/// <summary>
/// Returns true/false based on whether the project supports a client configuration
/// </summary>
/// <param name="ProjectName"></param>
/// <returns></returns>
FileReference FindProjectSourceFile(string ProjectName)
{
FileReference SourceFile = null;
FileReference ProjectFile = ProjectUtils.FindProjectFileFromName(ProjectName);
if (ProjectFile != null)
{
DirectoryReference SourceDir = DirectoryReference.Combine(ProjectFile.Directory, "Source", ProjectName);
var Files = DirectoryReference.EnumerateFiles(SourceDir, "*.cpp", System.IO.SearchOption.AllDirectories);
SourceFile = Files.FirstOrDefault();
}
if (SourceFile == null)
{
// touch the write time on a file, first making it writable since it may be under P4
SourceFile = FileReference.Combine(CommandUtils.EngineDirectory, "Source/Runtime/Engine/Private/UnrealEngine.cpp");
}
Log.TraceVerbose("Will compile {0} for single-file compilation test for {1}", SourceFile, ProjectName);
return SourceFile;
}
}
}