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358 lines
14 KiB
C#
358 lines
14 KiB
C#
// Copyright 1998-2014 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.Linux
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{
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class LinuxPlatform : UEBuildPlatform
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{
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/** This is the SDK version we support */
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static private string ExpectedSDKVersion = "v3_clang-3.3_ld-2.24_glibc-2.12.2";
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/** Platform name (embeds architecture for now) */
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static private string TargetPlatformName = "Linux_x64";
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/**
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* Whether platform supports switching SDKs during runtime
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*
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* @return true if supports
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*/
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public override bool PlatformSupportsSDKSwitching()
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{
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return true;
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}
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/**
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* Returns platform-specific name used in SDK repository
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*
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* @return path to SDK Repository
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*/
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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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/**
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* Returns SDK string as required by the platform
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*
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* @return Valid SDK string
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*/
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public override string GetRequiredSDKString()
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{
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return ExpectedSDKVersion;
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}
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/**
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* Whether the required external SDKs are installed for this platform
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*/
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public override SDKStatus HasRequiredSDKsInstalled()
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{
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if (ExternalExecution.GetRuntimePlatform() == UnrealTargetPlatform.Linux)
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{
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return SDKStatus.Valid;
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}
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// attempt to switch SDKs
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if (base.HasRequiredSDKsInstalled() == SDKStatus.Valid)
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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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* Register the platform with the UEBuildPlatform class
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*/
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public override void RegisterBuildPlatform()
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{
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//@todo.Rocket: Add platform support
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if (UnrealBuildTool.RunningRocket() || UnrealBuildTool.BuildingRocket())
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{
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return;
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}
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if ((ProjectFileGenerator.bGenerateProjectFiles == true) || (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 (
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(File.Exists(LinuxTargetPlatformFile) == false)
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)
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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(UnrealTargetPlatform.Linux, this);
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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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* Retrieve the CPPTargetPlatform for the given UnrealTargetPlatform
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*
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* @param InUnrealTargetPlatform The UnrealTargetPlatform being build
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*
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* @return CPPTargetPlatform The CPPTargetPlatform to compile for
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*/
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public override CPPTargetPlatform GetCPPTargetPlatform(UnrealTargetPlatform InUnrealTargetPlatform)
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{
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switch (InUnrealTargetPlatform)
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{
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case UnrealTargetPlatform.Linux:
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return CPPTargetPlatform.Linux;
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}
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throw new BuildException("LinuxPlatform::GetCPPTargetPlatform: Invalid request for {0}", InUnrealTargetPlatform.ToString());
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}
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/**
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* Get the extension to use for the given binary type
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*
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* @param InBinaryType The binary type being built
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*
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* @return string The binary extension (i.e. 'exe' or 'dll')
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*/
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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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}
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return base.GetBinaryExtension(InBinaryType);
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}
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/**
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* Get the extension to use for debug info for the given binary type
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*
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* @param InBinaryType The binary type being built
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*
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* @return string The debug info extension (i.e. 'pdb')
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*/
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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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/**
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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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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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*/
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public override void ResetBuildConfiguration(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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ValidateUEBuildConfiguration();
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}
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/**
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* Validate configuration for this platform
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* NOTE: This function can/will modify BuildConfiguration!
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param InConfiguration The CPPTargetConfiguration being built
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* @param bInCreateDebugInfo true if debug info is getting create, false if not
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*/
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public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
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{
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// increase Unity size to avoid too long command lines
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BuildConfiguration.NumIncludedBytesPerUnityCPP = 1024 * 1024;
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UEBuildConfiguration.bCompileICU = true;
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}
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/**
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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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*/
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public override void ValidateUEBuildConfiguration()
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{
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BuildConfiguration.bUseUnityBuild = true;
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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UEBuildConfiguration.bCompilePhysX = true;
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UEBuildConfiguration.bCompileAPEX = false;
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UEBuildConfiguration.bBuildEditor = false;
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UEBuildConfiguration.bBuildDeveloperTools = false;
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UEBuildConfiguration.bCompileSimplygon = false;
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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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/**
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* Whether PDB files should be used
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*
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* @param InPlatform The CPPTargetPlatform being built
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* @param InConfiguration The CPPTargetConfiguration being built
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* @param bInCreateDebugInfo true if debug info is getting create, false if not
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*
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* @return bool true if PDB files should be used, false if not
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*/
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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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/**
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* Whether the editor should be built for this platform or not
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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* @return bool true if the editor should be built, false if not
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*/
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public override bool ShouldNotBuildEditor(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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/**
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* Whether the platform requires cooked data
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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* @return bool true if the platform requires cooked data, false if not
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*/
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public override bool BuildRequiresCookedData(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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/**
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* Get a list of extra modules the platform requires.
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* This is to allow undisclosed platforms to add modules they need without exposing information about the platfomr.
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*
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* @param Target The target being build
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* @param BuildTarget The UEBuildTarget getting build
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* @param PlatformExtraModules OUTPUT the list of extra modules the platform needs to add to the target
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*/
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public override void GetExtraModules(TargetInfo Target, UEBuildTarget BuildTarget, ref List<string> PlatformExtraModules)
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{
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}
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/**
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* Modify the newly created module passed in for this platform.
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* This is not required - but allows for hiding details of a
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* particular platform.
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*
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* @param InModule The newly loaded module
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* @param Target The target being build
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*/
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public override void ModifyNewlyLoadedModule(UEBuildModule InModule, 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 (InModule.ToString() == "Engine")
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{
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if (UEBuildConfiguration.bBuildDeveloperTools)
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{
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InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("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)
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{
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InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
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InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
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}
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}
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}
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/**
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* Setup the target environment for building
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*
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* @param InBuildTarget The target being built
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*/
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public override void SetUpEnvironment(UEBuildTarget InBuildTarget)
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{
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("UNICODE");
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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("_UNICODE");
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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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InBuildTarget.GlobalCompileEnvironment.Config.Definitions.Add("WITH_EDITOR=0");
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// link with Linux libraries.
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("pthread");
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InBuildTarget.GlobalLinkEnvironment.Config.AdditionalLibraries.Add("z");
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UEBuildConfiguration.bCompileSimplygon = false;
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}
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/**
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* Whether this platform should create debug information or not
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*
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* @param InPlatform The UnrealTargetPlatform being built
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* @param InConfiguration The UnrealTargetConfiguration being built
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*
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* @return bool true if debug info should be generated, false if not
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*/
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public override bool ShouldCreateDebugInfo(UnrealTargetPlatform Platform, 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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/**
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* Setup the binaries for this specific platform.
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*
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* @param InBuildTarget The target being built
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*/
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public override void SetupBinaries(UEBuildTarget InBuildTarget)
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{
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}
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}
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}
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