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436 lines
15 KiB
C#
436 lines
15 KiB
C#
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Diagnostics;
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using System.IO;
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namespace UnrealBuildTool
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{
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class LinuxPlatformContext : UEBuildPlatformContext
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{
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public LinuxPlatformContext(FileReference InProjectFile) : base(UnrealTargetPlatform.Linux, InProjectFile)
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{
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}
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/// <summary>
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/// The current architecture
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/// </summary>
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public override string GetActiveArchitecture()
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{
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return LinuxPlatform.DefaultArchitecture;
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}
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/// <summary>
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/// Modify the rules for a newly created module, in a target that's being built for this platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForActivePlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "TargetPlatform")
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{
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bBuildShaderFormats = true;
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}
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}
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// allow standalone tools to use target platform modules, without needing Engine
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if (ModuleName == "TargetPlatform")
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{
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if (UEBuildConfiguration.bForceBuildTargetPlatforms)
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{
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Rules.DynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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Rules.DynamicallyLoadedModuleNames.Add("AllDesktopTargetPlatform");
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}
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if (bBuildShaderFormats)
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{
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// Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatD3D");
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Rules.DynamicallyLoadedModuleNames.Add("ShaderFormatOpenGL");
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}
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}
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}
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/// <summary>
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/// Gives the platform a chance to 'override' the configuration settings
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/// that are overridden on calls to RunUBT.
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/// </summary>
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/// <param name="Configuration"> The UnrealTargetConfiguration being built</param>
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public override void ResetBuildConfiguration(UnrealTargetConfiguration Configuration)
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{
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ValidateUEBuildConfiguration();
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}
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/// <summary>
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/// Validate configuration for this platform
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/// NOTE: This function can/will modify BuildConfiguration!
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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/// <summary>
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/// Validate the UEBuildConfiguration for this platform
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/// This is called BEFORE calling UEBuildConfiguration to allow setting
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/// various fields used in that function such as CompileLeanAndMean...
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/// </summary>
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public override void ValidateUEBuildConfiguration()
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{
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if (ProjectFileGenerator.bGenerateProjectFiles && !ProjectFileGenerator.bGeneratingRocketProjectFiles)
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{
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// When generating non-Rocket project files we need intellisense generator to include info from all modules,
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// including editor-only third party libs
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UEBuildConfiguration.bCompileLeanAndMeanUE = false;
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}
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BuildConfiguration.bUseUnityBuild = true;
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// Don't stop compilation at first error...
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BuildConfiguration.bStopXGECompilationAfterErrors = true;
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BuildConfiguration.bUseSharedPCHs = false;
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}
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/// <summary>
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/// Setup the target environment for building
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/// </summary>
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/// <param name="InBuildTarget"> The target being built</param>
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("PLATFORM_LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("LINUX=1");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_DATABASE_SUPPORT=0"); //@todo linux: valid?
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if (GetActiveArchitecture().StartsWith("arm"))
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("REQUIRES_ALIGNED_INT_ACCESS");
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}
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// link with Linux libraries.
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
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// Disable Simplygon support if compiling against the NULL RHI.
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if (InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Contains("USE_NULL_RHI=1"))
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{
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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if (InBuildTarget.TargetType == TargetRules.TargetType.Server)
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{
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// Localization shouldn't be needed on servers by default, and ICU is pretty heavy
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UEBuildConfiguration.bCompileICU = false;
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}
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}
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/// <summary>
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/// Whether this platform should create debug information or not
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/// </summary>
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/// <param name="InPlatform"> The UnrealTargetPlatform being built</param>
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/// <param name="InConfiguration"> The UnrealTargetConfiguration being built</param>
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/// <returns>bool true if debug info should be generated, false if not</returns>
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public override bool ShouldCreateDebugInfo(UnrealTargetConfiguration Configuration)
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{
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switch (Configuration)
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{
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case UnrealTargetConfiguration.Development:
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case UnrealTargetConfiguration.Shipping:
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case UnrealTargetConfiguration.Test:
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case UnrealTargetConfiguration.Debug:
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default:
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return true;
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};
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}
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/// <summary>
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/// Creates a toolchain instance for the given platform.
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/// </summary>
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/// <param name="Platform">The platform to create a toolchain for</param>
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/// <returns>New toolchain instance.</returns>
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public override UEToolChain CreateToolChain(CPPTargetPlatform Platform)
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{
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return new LinuxToolChain(this);
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}
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/// <summary>
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/// Create a build deployment handler
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/// </summary>
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/// <param name="ProjectFile">The project file of the target being deployed. Used to find any deployment specific settings.</param>
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/// <param name="DeploymentHandler">The output deployment handler</param>
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/// <returns>True if the platform requires a deployment handler, false otherwise</returns>
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public override UEBuildDeploy CreateDeploymentHandler()
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{
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return null;
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}
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}
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class LinuxPlatform : UEBuildPlatform
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{
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/// <summary>
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/// Linux architecture (compiler target triplet)
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/// </summary>
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// FIXME: for now switching between architectures is hard-coded
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public const string DefaultArchitecture = "x86_64-unknown-linux-gnu";
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//static private string DefaultArchitecture = "arm-unknown-linux-gnueabihf";
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LinuxPlatformSDK SDK;
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/// <summary>
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/// Constructor
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/// </summary>
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public LinuxPlatform(LinuxPlatformSDK InSDK) : base(UnrealTargetPlatform.Linux, CPPTargetPlatform.Linux)
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{
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SDK = InSDK;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform. Could be either a manual install or an AutoSDK.
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/// </summary>
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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return SDK.HasRequiredSDKsInstalled();
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}
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/// <summary>
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/// Allows the platform to override whether the architecture name should be appended to the name of binaries.
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/// </summary>
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/// <returns>True if the architecture name should be appended to the binary</returns>
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public override bool RequiresArchitectureSuffix()
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{
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// Linux ignores architecture-specific names, although it might be worth it to prepend architecture
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return false;
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}
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public override bool CanUseXGE()
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{
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// [RCL] 2015-08-04 FIXME: modular (cross-)builds (e.g. editor, UT server) fail with XGE as FixDeps step apparently depends on artifacts (object files) which aren't listed among its prerequisites.
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return false;
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}
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/// <summary>
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/// Get the extension to use for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The binary extension (i.e. 'exe' or 'dll')</returns>
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public override string GetBinaryExtension(UEBuildBinaryType InBinaryType)
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{
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switch (InBinaryType)
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{
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case UEBuildBinaryType.DynamicLinkLibrary:
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return ".so";
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case UEBuildBinaryType.Executable:
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return "";
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case UEBuildBinaryType.StaticLibrary:
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return ".a";
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case UEBuildBinaryType.Object:
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return ".o";
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case UEBuildBinaryType.PrecompiledHeader:
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return ".gch";
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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/// <summary>
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/// Get the extension to use for debug info for the given binary type
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/// </summary>
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/// <param name="InBinaryType"> The binary type being built</param>
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/// <returns>string The debug info extension (i.e. 'pdb')</returns>
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public override string GetDebugInfoExtension(UEBuildBinaryType InBinaryType)
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{
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return "";
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}
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/// <summary>
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/// Whether PDB files should be used
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/// </summary>
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/// <param name="InPlatform"> The CPPTargetPlatform being built</param>
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/// <param name="InConfiguration"> The CPPTargetConfiguration being built</param>
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/// <param name="bInCreateDebugInfo">true if debug info is getting create, false if not</param>
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/// <returns>bool true if PDB files should be used, false if not</returns>
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public override bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
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{
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return true;
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}
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/// <summary>
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/// Modify the rules for a newly created module, where the target is a different host platform.
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/// This is not required - but allows for hiding details of a particular platform.
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/// </summary>
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/// <param name="ModuleName">The name of the module</param>
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/// <param name="Rules">The module rules</param>
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/// <param name="Target">The target being build</param>
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public override void ModifyModuleRulesForOtherPlatform(string ModuleName, ModuleRules Rules, TargetInfo Target)
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{
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if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
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{
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if (!UEBuildConfiguration.bBuildRequiresCookedData)
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{
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if (ModuleName == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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// allow standalone tools to use targetplatform modules, without needing Engine
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if (UEBuildConfiguration.bForceBuildTargetPlatforms && ModuleName == "TargetPlatform")
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{
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxNoEditorTargetPlatform");
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Rules.PlatformSpecificDynamicallyLoadedModuleNames.Add("LinuxServerTargetPlatform");
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}
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}
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}
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/// <summary>
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/// Creates a context for the given project on the current platform.
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/// </summary>
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/// <param name="ProjectFile">The project file for the current target</param>
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/// <returns>New platform context object</returns>
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public override UEBuildPlatformContext CreateContext(FileReference ProjectFile)
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{
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return new LinuxPlatformContext(ProjectFile);
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}
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}
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class LinuxPlatformSDK : UEBuildPlatformSDK
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{
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/// <summary>
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/// This is the SDK version we support
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/// </summary>
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static private Dictionary<string, string> ExpectedSDKVersions = new Dictionary<string, string>()
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{
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{ "x86_64-unknown-linux-gnu", "v6_clang-3.6.0_ld-2.24_glibc-2.12.2" },
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{ "arm-unknown-linux-gnueabihf", "arm-unknown-linux-gnueabihf_v5_clang-3.5.0-ld-2.23.1-glibc-2.13" },
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};
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/// <summary>
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/// Platform name (embeds architecture for now)
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/// </summary>
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static private string TargetPlatformName = "Linux_x64";
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/// <summary>
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/// Whether platform supports switching SDKs during runtime
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/// </summary>
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/// <returns>true if supports</returns>
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protected override bool PlatformSupportsAutoSDKs()
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{
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return true;
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}
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/// <summary>
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/// Returns platform-specific name used in SDK repository
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/// </summary>
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/// <returns>path to SDK Repository</returns>
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public override string GetSDKTargetPlatformName()
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{
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return TargetPlatformName;
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}
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/// <summary>
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/// Returns SDK string as required by the platform
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/// </summary>
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/// <returns>Valid SDK string</returns>
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protected override string GetRequiredSDKString()
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{
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string SDKString;
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if (!ExpectedSDKVersions.TryGetValue(LinuxPlatform.DefaultArchitecture, out SDKString))
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{
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throw new BuildException("LinuxPlatform::GetRequiredSDKString: no toolchain set up for architecture '{0}'", LinuxPlatform.DefaultArchitecture);
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}
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return SDKString;
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}
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protected override String GetRequiredScriptVersionString()
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{
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return "3.0";
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}
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protected override bool PreferAutoSDK()
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{
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// having LINUX_ROOT set (for legacy reasons or for convenience of cross-compiling certain third party libs) should not make UBT skip AutoSDKs
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return true;
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}
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/// <summary>
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/// Whether the required external SDKs are installed for this platform
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/// </summary>
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protected override SDKStatus HasRequiredManualSDKInternal()
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{
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if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Linux)
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{
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return SDKStatus.Valid;
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}
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string BaseLinuxPath = Environment.GetEnvironmentVariable("LINUX_ROOT");
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// we don't have an LINUX_ROOT specified
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if (String.IsNullOrEmpty(BaseLinuxPath))
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return SDKStatus.Invalid;
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// paths to our toolchains
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BaseLinuxPath = BaseLinuxPath.Replace("\"", "");
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string ClangPath = Path.Combine(BaseLinuxPath, @"bin\Clang++.exe");
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if (File.Exists(ClangPath))
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return SDKStatus.Valid;
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return SDKStatus.Invalid;
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}
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}
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class LinuxPlatformFactory : UEBuildPlatformFactory
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{
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/// <summary>
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/// Register the platform with the UEBuildPlatform class
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/// </summary>
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public override void RegisterBuildPlatforms()
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{
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LinuxPlatformSDK SDK = new LinuxPlatformSDK();
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SDK.ManageAndValidateSDK();
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (SDK.HasRequiredSDKsInstalled() == SDKStatus.Valid))
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{
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bool bRegisterBuildPlatform = true;
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string EngineSourcePath = Path.Combine(ProjectFileGenerator.RootRelativePath, "Engine", "Source");
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string LinuxTargetPlatformFile = Path.Combine(EngineSourcePath, "Developer", "Linux", "LinuxTargetPlatform", "LinuxTargetPlatform.Build.cs");
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if (File.Exists(LinuxTargetPlatformFile) == false)
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{
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bRegisterBuildPlatform = false;
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}
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if (bRegisterBuildPlatform == true)
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{
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// Register this build platform for Linux
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if (BuildConfiguration.bPrintDebugInfo)
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{
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Console.WriteLine(" Registering for {0}", UnrealTargetPlatform.Linux.ToString());
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}
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UEBuildPlatform.RegisterBuildPlatform(new LinuxPlatform(SDK));
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UEBuildPlatform.RegisterPlatformWithGroup(UnrealTargetPlatform.Linux, UnrealPlatformGroup.Unix);
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}
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}
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}
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}
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}
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