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363 lines
14 KiB
C#
363 lines
14 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.IO;
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using System.Linq;
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using System.Diagnostics;
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namespace UnrealBuildTool
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{
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public class Unity
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{
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/// <summary>
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/// The set of source files that UnrealBuildTool determined to be part of the programmer's "working set".
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/// This feature is only used when bUseAdaptiveUnityBuild is enabled
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/// </summary>
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public static HashSet<FileItem> SourceFileWorkingSet = new HashSet<FileItem>();
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/// <summary>
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/// A class which represents a list of files and the sum of their lengths.
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/// </summary>
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public class FileCollection
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{
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public List<FileItem> Files { get; private set; }
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public long TotalLength { get; private set; }
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/// The length of this file collection, plus any additional virtual space needed for bUseAdapativeUnityBuild.
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/// See the comment above AddVirtualFile() below for more information.
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public long VirtualLength { get; private set; }
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public FileCollection()
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{
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Files = new List<FileItem>();
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TotalLength = 0;
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VirtualLength = 0;
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}
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public void AddFile(FileItem File)
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{
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Files.Add(File);
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long FileLength = File.Info.Length;
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TotalLength += FileLength;
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VirtualLength += FileLength;
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}
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/// <summary>
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/// Doesn't actually add a file, but instead reserves space. This is used with "bUseAdaptiveUnityBuild", to prevent
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/// other compiled unity blobs in the module's numbered set from having to be recompiled after we eject source files
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/// one of that module's unity blobs. Basically, it can prevent dozens of files from being recompiled after the first
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/// time building after your working set of source files changes
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/// </summary>
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/// <param name="VirtualFileLength">Length of the virtual file to add to this file collection</param>
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public void AddVirtualFile(long VirtualFileLength)
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{
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VirtualLength += VirtualFileLength;
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}
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}
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/// <summary>
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/// A class for building up a set of unity files. You add files one-by-one using AddFile then call EndCurrentUnityFile to finish that one and
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/// (perhaps) begin a new one.
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/// </summary>
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public class UnityFileBuilder
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{
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private List<FileCollection> UnityFiles;
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private FileCollection CurrentCollection;
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private int SplitLength;
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/// <summary>
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/// Constructs a new UnityFileBuilder.
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/// </summary>
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/// <param name="InSplitLength">The accumulated length at which to automatically split a unity file, or -1 to disable automatic splitting.</param>
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public UnityFileBuilder(int InSplitLength)
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{
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UnityFiles = new List<FileCollection>();
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CurrentCollection = new FileCollection();
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SplitLength = InSplitLength;
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}
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/// <summary>
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/// Adds a file to the current unity file. If splitting is required and the total size of the
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/// unity file exceeds the split limit, then a new file is automatically started.
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/// </summary>
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/// <param name="File">The file to add.</param>
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public void AddFile(FileItem File)
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{
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CurrentCollection.AddFile(File);
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if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
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{
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EndCurrentUnityFile();
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}
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}
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/// <summary>
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/// Doesn't actually add a file, but instead reserves space, then splits the unity blob normally as if it
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/// was a real file that was added. See the comment above FileCollection.AddVirtualFile() for more info.
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/// </summary>
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/// <param name="File">The file to add virtually. Only the size of the file is tracked.</param>
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public void AddVirtualFile(FileItem File)
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{
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CurrentCollection.AddVirtualFile(File.Info.Length);
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if (SplitLength != -1 && CurrentCollection.VirtualLength > SplitLength)
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{
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EndCurrentUnityFile();
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}
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}
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/// <summary>
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/// Starts a new unity file. If the current unity file contains no files, this function has no effect, i.e. you will not get an empty unity file.
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/// </summary>
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public void EndCurrentUnityFile()
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{
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if (CurrentCollection.Files.Count == 0)
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return;
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UnityFiles.Add(CurrentCollection);
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CurrentCollection = new FileCollection();
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}
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/// <summary>
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/// Returns the list of built unity files. The UnityFileBuilder is unusable after this.
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/// </summary>
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/// <returns></returns>
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public List<FileCollection> GetUnityFiles()
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{
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EndCurrentUnityFile();
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var Result = UnityFiles;
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// Null everything to ensure that failure will occur if you accidentally reuse this object.
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CurrentCollection = null;
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UnityFiles = null;
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return Result;
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}
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}
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/// <summary>
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/// Given a set of C++ files, generates another set of C++ files that #include all the original
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/// files, the goal being to compile the same code in fewer translation units.
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/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
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/// </summary>
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/// <param name="Target">The target we're building</param>
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/// <param name="CPPFiles">The C++ files to #include.</param>
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/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
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/// <param name="BaseName">Base name to use for the Unity files</param>
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/// <returns>The "unity" C++ files.</returns>
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public static List<FileItem> GenerateUnityCPPs(
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UEToolChain ToolChain,
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UEBuildTarget Target,
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List<FileItem> CPPFiles,
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CPPEnvironment CompileEnvironment,
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string BaseName
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)
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{
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var NewCPPFiles = new List<FileItem>();
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var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
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// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
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long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);
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// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
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// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
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// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
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// When enabled, UnrealBuildTool will try to determine source files that you are actively iteratively changing, and break those files
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// out of their unity blobs so that you can compile them as individual translation units, much faster than recompiling the entire
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// unity blob each time.
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bool bUseAdaptiveUnityBuild = BuildConfiguration.bUseAdaptiveUnityBuild && !BuildConfiguration.bStressTestUnity;
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// Optimization only makes sense if PCH files are enabled.
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bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity || (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2 && CompileEnvironment.ShouldUsePCHs());
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// Build the list of unity files.
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List<FileCollection> AllUnityFiles;
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{
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// Sort the incoming file paths alphabetically, so there will be consistency in unity blobs across multiple machines.
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// Note that we're relying on this not only sorting files within each directory, but also the directories
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// themselves, so the whole list of file paths is the same across computers.
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var SortedCPPFiles = CPPFiles.GetRange(0, CPPFiles.Count);
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{
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// Case-insensitive file path compare, because you never know what is going on with local file systems
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Comparison<FileItem> FileItemComparer = (FileA, FileB) => { return FileA.AbsolutePath.ToLowerInvariant().CompareTo(FileB.AbsolutePath.ToLowerInvariant()); };
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SortedCPPFiles.Sort(FileItemComparer);
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}
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// Figure out whether we REALLY want to use adaptive unity for this module. If nearly every file in the module appears in the working
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// set, we'll just go ahead and let unity build do its thing.
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if (bUseAdaptiveUnityBuild)
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{
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int CandidateWorkingSetSourceFileCount = 0;
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int WorkingSetSourceFileCount = 0;
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foreach (var CPPFile in SortedCPPFiles)
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{
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// Don't include writable source files into unity blobs
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if (!CPPFile.Reference.IsUnderDirectory(Target.EngineIntermediateDirectory) &&
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!CPPFile.Reference.IsUnderDirectory(Target.ProjectIntermediateDirectory))
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{
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++CandidateWorkingSetSourceFileCount;
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if (UnrealBuildTool.ShouldSourceFileBePartOfWorkingSet(CPPFile.AbsolutePath))
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{
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++WorkingSetSourceFileCount;
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// Mark this file as part of the working set. This will be saved into the UBT Makefile so that
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// the assembler can automatically invalidate the Makefile when the working set changes (allowing this
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// code to run again, to build up new unity blobs.)
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SourceFileWorkingSet.Add(CPPFile);
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}
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}
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}
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if (WorkingSetSourceFileCount >= CandidateWorkingSetSourceFileCount)
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{
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// Every single file in the module appears in the working set, so don't bother using adaptive unity for this
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// module. Otherwise it would make full builds really slow.
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bUseAdaptiveUnityBuild = false;
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}
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}
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var CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : BuildConfiguration.NumIncludedBytesPerUnityCPP);
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var AdaptiveUnityBuildInfoString = new StringBuilder();
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foreach (var CPPFile in SortedCPPFiles)
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{
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if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1)
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{
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NewCPPFiles.Add(CPPFile);
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}
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// When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with
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if (bUseAdaptiveUnityBuild && SourceFileWorkingSet.Contains(CPPFile))
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{
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// Just compile this file normally, not as part of the unity blob
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NewCPPFiles.Add(CPPFile);
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// Let the unity file builder know about the file, so that we can retain the existing size of the unity blobs.
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// This won't actually make the source file part of the unity blob, but it will keep track of how big the
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// file is so that other existing unity blobs from the same module won't be invalidated. This prevents much
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// longer compile times the first time you build after your working file set changes.
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CPPUnityFileBuilder.AddVirtualFile(CPPFile);
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var CPPFileName = Path.GetFileName(CPPFile.AbsolutePath);
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if (AdaptiveUnityBuildInfoString.Length == 0)
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{
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AdaptiveUnityBuildInfoString.Append(String.Format("[Adaptive unity build] Excluded from {0} unity file: {1}", BaseName, CPPFileName));
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}
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else
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{
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AdaptiveUnityBuildInfoString.Append(", " + CPPFileName);
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}
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}
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else
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{
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// Compile this file as part of the unity blob
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CPPUnityFileBuilder.AddFile(CPPFile);
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// Now that the CPPFile is part of this unity file, we will no longer need to treat it like a root level prerequisite for our
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// dependency cache, as it is now an "indirect include" from the unity file. We'll clear out the compile environment
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// attached to this file. This prevents us from having to cache all of the indirect includes from these files inside our
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// dependency cache, which speeds up iterative builds a lot!
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CPPFile.CachedCPPIncludeInfo = null;
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}
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}
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if (AdaptiveUnityBuildInfoString.Length > 0)
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{
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Log.TraceInformation(AdaptiveUnityBuildInfoString.ToString());
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}
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AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
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}
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string PCHHeaderNameInCode = CPPFiles[0].PCHHeaderNameInCode;
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if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
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{
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PCHHeaderNameInCode = ToolChain.ConvertPath(CompileEnvironment.Config.PrecompiledHeaderIncludeFilename.FullName);
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// Generated unity .cpp files always include the PCH using an absolute path, so we need to update
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// our compile environment's PCH header name to use this instead of the text it pulled from the original
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// C++ source files
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CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
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}
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// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
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// actions to compile them.
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int CurrentUnityFileCount = 0;
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foreach (var UnityFile in AllUnityFiles)
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{
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++CurrentUnityFileCount;
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StringWriter OutputUnityCPPWriter = new StringWriter();
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StringWriter OutputUnityCPPWriterExtra = null;
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// add an extra file for UBT to get the #include dependencies from
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if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
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{
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OutputUnityCPPWriterExtra = new StringWriter();
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}
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OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");
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// Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
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// that was used to create the PCH.
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if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
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}
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}
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// Add source files to the unity file
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foreach (var CPPFile in UnityFile.Files)
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{
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OutputUnityCPPWriter.WriteLine("#include \"{0}\"", ToolChain.ConvertPath(CPPFile.AbsolutePath));
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if (OutputUnityCPPWriterExtra != null)
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{
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OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", CPPFile.AbsolutePath);
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}
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}
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// Determine unity file path name
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string UnityCPPFileName;
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if (AllUnityFiles.Count > 1)
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{
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UnityCPPFileName = string.Format("Module.{0}.{1}_of_{2}.cpp", BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
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}
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else
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{
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UnityCPPFileName = string.Format("Module.{0}.cpp", BaseName);
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}
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FileReference UnityCPPFilePath = FileReference.Combine(CompileEnvironment.Config.OutputDirectory, UnityCPPFileName);
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// Write the unity file to the intermediate folder.
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FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());
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if (OutputUnityCPPWriterExtra != null)
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{
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FileItem.CreateIntermediateTextFile(UnityCPPFilePath + ".ex", OutputUnityCPPWriterExtra.ToString());
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}
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UnityCPPFile.RelativeCost = UnityFile.TotalLength;
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UnityCPPFile.PCHHeaderNameInCode = PCHHeaderNameInCode;
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NewCPPFiles.Add(UnityCPPFile);
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// Cache information about the unity .cpp dependencies
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// @todo ubtmake urgent: Fails when building remotely for Mac because unity .cpp has an include for a PCH on the REMOTE machine
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UEBuildModuleCPP.CachePCHUsageForModuleSourceFile(Target, CompileEnvironment, UnityCPPFile);
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}
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return NewCPPFiles;
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}
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}
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}
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