Example #1
0
        private LinkEnvironment SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, FileReference SingleFileToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, TargetMakefile Makefile)
        {
            LinkEnvironment         BinaryLinkEnvironment         = new LinkEnvironment(LinkEnvironment);
            HashSet <UEBuildModule> LinkEnvironmentVisitedModules = new HashSet <UEBuildModule>();
            List <UEBuildBinary>    BinaryDependencies            = new List <UEBuildBinary>();

            CppCompileEnvironment BinaryCompileEnvironment = CreateBinaryCompileEnvironment(CompileEnvironment);

            if (BinaryCompileEnvironment.bUseSharedBuildEnvironment && Target.ProjectFile != null && IntermediateDirectory.IsUnderDirectory(Target.ProjectFile.Directory))
            {
                BinaryCompileEnvironment.bUseSharedBuildEnvironment = false;
            }

            foreach (UEBuildModule Module in Modules)
            {
                List <FileItem> LinkInputFiles;
                if (Module.Binary == null || Module.Binary == this)
                {
                    // Compile each module.
                    Log.TraceVerbose("Compile module: " + Module.Name);
                    LinkInputFiles = Module.Compile(Target, ToolChain, BinaryCompileEnvironment, SingleFileToCompile, WorkingSet, Makefile);

                    // Save the module outputs. In monolithic builds, this is just the object files.
                    if (Target.LinkType == TargetLinkType.Monolithic)
                    {
                        Makefile.ModuleNameToOutputItems[Module.Name] = LinkInputFiles.ToArray();
                    }

                    // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
                    // multiple times for a single binary.  We'll check for that here, and only add it once.  This avoids
                    // a linker warning about redundant .obj files.
                    foreach (FileItem LinkInputFile in LinkInputFiles)
                    {
                        if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
                        {
                            BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
                        }
                    }

                    // Force a reference to initialize module for this binary
                    if (Module.Rules.bRequiresImplementModule.Value)
                    {
                        BinaryLinkEnvironment.IncludeFunctions.Add(String.Format("IMPLEMENT_MODULE_{0}", Module.Name));
                    }
                }
                else
                {
                    BinaryDependencies.Add(Module.Binary);
                }

                // Allow the module to modify the link environment for the binary.
                Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules, ExeDir);
            }


            // Allow the binary dependencies to modify the link environment.
            foreach (UEBuildBinary BinaryDependency in BinaryDependencies)
            {
                BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
            }

            // Set the link output file.
            BinaryLinkEnvironment.OutputFilePaths = OutputFilePaths.ToList();

            // Set whether the link is allowed to have exports.
            BinaryLinkEnvironment.bHasExports = bAllowExports;

            // Set the output folder for intermediate files
            BinaryLinkEnvironment.IntermediateDirectory = IntermediateDirectory;

            // Put the non-executable output files (PDB, import library, etc) in the same directory as the production
            BinaryLinkEnvironment.OutputDirectory = OutputFilePaths[0].Directory;

            // Setup link output type
            BinaryLinkEnvironment.bIsBuildingDLL     = IsBuildingDll(Type);
            BinaryLinkEnvironment.bIsBuildingLibrary = IsBuildingLibrary(Type);

            // If we don't have any resource file, use the default or compile a custom one for this module
            if (BinaryLinkEnvironment.Platform == UnrealTargetPlatform.Win32 || BinaryLinkEnvironment.Platform == UnrealTargetPlatform.Win64)
            {
                // Figure out if this binary has any custom resource files. Hacky check to ignore the resource file in the Launch module, since it contains dialogs that the engine needs and always needs to be included.
                FileItem[] CustomResourceFiles = BinaryLinkEnvironment.InputFiles.Where(x => x.Location.HasExtension(".res") && !x.Location.FullName.EndsWith("\\Launch\\PCLaunch.rc.res", StringComparison.OrdinalIgnoreCase)).ToArray();
                if (CustomResourceFiles.Length == 0)
                {
                    if (BinaryLinkEnvironment.DefaultResourceFiles.Count > 0)
                    {
                        // Use the default resource file if possible
                        BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.DefaultResourceFiles);
                    }
                    else
                    {
                        // Get the intermediate directory
                        DirectoryReference ResourceIntermediateDirectory = BinaryLinkEnvironment.IntermediateDirectory;

                        // Create a compile environment for resource files
                        CppCompileEnvironment ResourceCompileEnvironment = new CppCompileEnvironment(BinaryCompileEnvironment);

                        // @todo: This should be in some Windows code somewhere...
                        // Set the original file name macro; used in Default.rc2 to set the binary metadata fields.
                        ResourceCompileEnvironment.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OutputFilePaths[0].GetFileName() + "\"");

                        // Set the other version fields
                        ResourceCompileEnvironment.Definitions.Add(String.Format("BUILT_FROM_CHANGELIST={0}", Target.Version.Changelist));
                        ResourceCompileEnvironment.Definitions.Add(String.Format("BUILD_VERSION={0}", Target.BuildVersion));

                        // Otherwise compile the default resource file per-binary, so that it gets the correct ORIGINAL_FILE_NAME macro.
                        FileItem  DefaultResourceFile   = FileItem.GetItemByFileReference(FileReference.Combine(UnrealBuildTool.EngineDirectory, "Build", "Windows", "Resources", "Default.rc2"));
                        CPPOutput DefaultResourceOutput = ToolChain.CompileRCFiles(ResourceCompileEnvironment, new List <FileItem> {
                            DefaultResourceFile
                        }, ResourceIntermediateDirectory, Makefile.Actions);
                        BinaryLinkEnvironment.InputFiles.AddRange(DefaultResourceOutput.ObjectFiles);
                    }
                }
            }

            // Add all the common resource files
            BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.CommonResourceFiles);

            return(BinaryLinkEnvironment);
        }
        /// <summary>
        /// Builds the binary.
        /// </summary>
        /// <param name="CompileEnvironment">The environment to compile the binary in</param>
        /// <param name="LinkEnvironment">The environment to link the binary in</param>
        /// <returns></returns>
        public override IEnumerable <FileItem> Build(IUEToolChain TargetToolChain, CPPEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment)
        {
            // Determine the type of binary we're linking.
            switch (Config.Type)
            {
            case UEBuildBinaryType.DynamicLinkLibrary:
                CompileEnvironment.Config.bIsBuildingDLL     = true;
                CompileEnvironment.Config.bIsBuildingLibrary = false;
                break;

            case UEBuildBinaryType.StaticLibrary:
                CompileEnvironment.Config.bIsBuildingDLL     = false;
                CompileEnvironment.Config.bIsBuildingLibrary = true;
                break;

            default:
                CompileEnvironment.Config.bIsBuildingDLL     = false;
                CompileEnvironment.Config.bIsBuildingLibrary = false;
                break;
            }
            ;

            var OutputFiles = new List <FileItem>();

            var BinaryCompileEnvironment = CompileEnvironment.DeepCopy();
            var BinaryLinkEnvironment    = LinkEnvironment.DeepCopy();

            // Process each module that is linked into the binary.
            var BinaryDependencies            = new List <UEBuildBinary>();
            var LinkEnvironmentVisitedModules = new Dictionary <UEBuildModule, bool>();

            // @Hack: This to prevent UHT from listing CoreUObject.generated.cpp as its dependency.
            // We flag the compile environment when we build UHT so that we don't need to check
            // this for each file when generating their dependencies.
            BinaryCompileEnvironment.bHackHeaderGenerator = (Target.GetAppName() == "UnrealHeaderTool");

            // @todo: This should be in some Windows code somewhere...
            // Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
            var OriginalFilename = (Config.OriginalOutputFilePaths != null) ?
                                   Path.GetFileName(Config.OriginalOutputFilePaths[0]) :
                                   Path.GetFileName(Config.OutputFilePaths[0]);

            BinaryCompileEnvironment.Config.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");

            foreach (var ModuleName in ModuleNames)
            {
                var Module = Target.GetModuleByName(ModuleName);

                // Compile each module.
                Log.TraceVerbose("Compile module: " + ModuleName);

                var LinkInputFiles = Module.Compile(CompileEnvironment, BinaryCompileEnvironment, Config.bCompileMonolithic);

                // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
                // multiple times for a single binary.  We'll check for that here, and only add it once.  This avoids
                // a linker warning about redundant .obj files.
                foreach (var LinkInputFile in LinkInputFiles)
                {
                    if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
                    {
                        BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
                    }
                }

                // Allow the module to modify the link environment for the binary.
                Module.SetupPrivateLinkEnvironment(ref BinaryLinkEnvironment, ref BinaryDependencies, ref LinkEnvironmentVisitedModules);
            }

            // Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
            if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
            {
                BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
            }

            // Allow the binary dependencies to modify the link environment.
            foreach (var BinaryDependency in BinaryDependencies)
            {
                BinaryDependency.SetupDependentLinkEnvironment(ref BinaryLinkEnvironment);
            }

            // Set the link output file.
            BinaryLinkEnvironment.Config.OutputFilePaths = Config.OutputFilePaths != null ? (string[])Config.OutputFilePaths.Clone() : null;

            // Set whether the link is allowed to have exports.
            BinaryLinkEnvironment.Config.bHasExports = Config.bAllowExports;

            // Set the output folder for intermediate files
            BinaryLinkEnvironment.Config.IntermediateDirectory = Config.IntermediateDirectory;

            // Put the non-executable output files (PDB, import library, etc) in the same directory as the production
            BinaryLinkEnvironment.Config.OutputDirectory = Path.GetDirectoryName(Config.OutputFilePaths[0]);

            // Determine the type of binary we're linking.
            switch (Config.Type)
            {
            case UEBuildBinaryType.DynamicLinkLibrary:
                BinaryLinkEnvironment.Config.bIsBuildingDLL     = true;
                BinaryLinkEnvironment.Config.bIsBuildingLibrary = false;
                break;

            case UEBuildBinaryType.StaticLibrary:
                BinaryLinkEnvironment.Config.bIsBuildingDLL     = false;
                BinaryLinkEnvironment.Config.bIsBuildingLibrary = true;
                break;

            default:
                BinaryLinkEnvironment.Config.bIsBuildingDLL     = false;
                BinaryLinkEnvironment.Config.bIsBuildingLibrary = false;
                break;
            }
            ;

            if (ProjectFileGenerator.bGenerateProjectFiles)
            {
                // We're generating projects.  Since we only need include paths and definitions, there is no need
                // to go ahead and run through the linking logic.
                OutputFiles = BinaryLinkEnvironment.InputFiles;
            }
            else if (BuildConfiguration.bEnableCodeAnalysis)
            {
                // We're only analyzing code, so we won't actually link any executables.  Instead, our output
                // files will simply be the .obj files that were compiled during static analysis.
                OutputFiles = BinaryLinkEnvironment.InputFiles;
            }
            else
            {
                if (bCreateImportLibrarySeparately)
                {
                    // Mark the link environment as cross-referenced.
                    BinaryLinkEnvironment.Config.bIsCrossReferenced = true;

                    if (BinaryLinkEnvironment.Config.Target.Platform != CPPTargetPlatform.Mac && BinaryLinkEnvironment.Config.Target.Platform != CPPTargetPlatform.Linux)
                    {
                        // Create the import library.
                        OutputFiles.AddRange(BinaryLinkEnvironment.LinkExecutable(true));
                    }
                }

                BinaryLinkEnvironment.Config.bIncludeDependentLibrariesInLibrary = bIncludeDependentLibrariesInLibrary;

                // Link the binary.
                FileItem[] Executables = BinaryLinkEnvironment.LinkExecutable(false);
                OutputFiles.AddRange(Executables);

                // Produce additional console app if requested
                if (BinaryLinkEnvironment.Config.CanProduceAdditionalConsoleApp && UEBuildConfiguration.bBuildEditor)
                {
                    // Produce additional binary but link it as a console app
                    var ConsoleAppLinkEvironment = BinaryLinkEnvironment.DeepCopy();
                    ConsoleAppLinkEvironment.Config.bIsBuildingConsoleApplication = true;
                    ConsoleAppLinkEvironment.Config.WindowsEntryPointOverride     = "WinMainCRTStartup";                                // For WinMain() instead of "main()" for Launch module
                    for (int Index = 0; Index < Config.OutputFilePaths.Length; Index++)
                    {
                        ConsoleAppLinkEvironment.Config.OutputFilePaths[Index] = GetAdditionalConsoleAppPath(ConsoleAppLinkEvironment.Config.OutputFilePaths[Index]);
                    }

                    // Link the console app executable
                    OutputFiles.AddRange(ConsoleAppLinkEvironment.LinkExecutable(false));
                }

                foreach (var Executable in Executables)
                {
                    OutputFiles.AddRange(TargetToolChain.PostBuild(Executable, BinaryLinkEnvironment));
                }
            }

            return(OutputFiles);
        }
Example #3
0
        private LinkEnvironment SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List <PrecompiledHeaderTemplate> SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph)
        {
            LinkEnvironment         BinaryLinkEnvironment         = new LinkEnvironment(LinkEnvironment);
            HashSet <UEBuildModule> LinkEnvironmentVisitedModules = new HashSet <UEBuildModule>();
            List <UEBuildBinary>    BinaryDependencies            = new List <UEBuildBinary>();

            CppCompileEnvironment BinaryCompileEnvironment = CreateBinaryCompileEnvironment(CompileEnvironment);

            foreach (UEBuildModule Module in Modules)
            {
                List <FileItem> LinkInputFiles;
                if (Module.Binary == null || Module.Binary == this)
                {
                    // Compile each module.
                    Log.TraceVerbose("Compile module: " + Module.Name);
                    LinkInputFiles = Module.Compile(Target, ToolChain, BinaryCompileEnvironment, SharedPCHs, WorkingSet, ActionGraph);

                    // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
                    // multiple times for a single binary.  We'll check for that here, and only add it once.  This avoids
                    // a linker warning about redundant .obj files.
                    foreach (FileItem LinkInputFile in LinkInputFiles)
                    {
                        if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
                        {
                            BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
                        }
                    }
                }
                else
                {
                    BinaryDependencies.Add(Module.Binary);
                }

                // Allow the module to modify the link environment for the binary.
                Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
            }


            // Allow the binary dependencies to modify the link environment.
            foreach (UEBuildBinary BinaryDependency in BinaryDependencies)
            {
                BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
            }

            // Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
            if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
            {
                BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
            }

            // Set the link output file.
            BinaryLinkEnvironment.OutputFilePaths = OutputFilePaths.ToList();

            // Set whether the link is allowed to have exports.
            BinaryLinkEnvironment.bHasExports = bAllowExports;

            // Set the output folder for intermediate files
            BinaryLinkEnvironment.IntermediateDirectory = IntermediateDirectory;

            // Put the non-executable output files (PDB, import library, etc) in the same directory as the production
            BinaryLinkEnvironment.OutputDirectory = OutputFilePaths[0].Directory;

            // Setup link output type
            BinaryLinkEnvironment.bIsBuildingDLL     = IsBuildingDll(Type);
            BinaryLinkEnvironment.bIsBuildingLibrary = IsBuildingLibrary(Type);

            // If we don't have any resource file, use the default or compile a custom one for this module
            if (BinaryLinkEnvironment.Platform == CppPlatform.Win32 || BinaryLinkEnvironment.Platform == CppPlatform.Win64)
            {
                if (!BinaryLinkEnvironment.InputFiles.Any(x => x.Location.HasExtension(".res")))
                {
                    if (BinaryLinkEnvironment.DefaultResourceFiles.Count > 0)
                    {
                        // Use the default resource file if possible
                        BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.DefaultResourceFiles);
                    }
                    else
                    {
                        // Create a compile environment for resource files
                        CppCompileEnvironment ResourceCompileEnvironment = new CppCompileEnvironment(BinaryCompileEnvironment);

                        // @todo: This should be in some Windows code somewhere...
                        // Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
                        string OriginalFilename = (OriginalOutputFilePaths != null) ? OriginalOutputFilePaths[0].GetFileName() : OutputFilePaths[0].GetFileName();
                        ResourceCompileEnvironment.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");

                        // Set the other version fields
                        ResourceCompileEnvironment.Definitions.Add(String.Format("BUILT_FROM_CHANGELIST={0}", Target.Version.Changelist));
                        ResourceCompileEnvironment.Definitions.Add(String.Format("BUILD_VERSION={0}", Target.BuildVersion));

                        // Otherwise compile the default resource file per-binary, so that it gets the correct ORIGINAL_FILE_NAME macro.
                        FileItem  DefaultResourceFile   = FileItem.GetItemByFileReference(FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Runtime", "Launch", "Resources", "Windows", "PCLaunch.rc"));
                        CPPOutput DefaultResourceOutput = ToolChain.CompileRCFiles(BinaryCompileEnvironment, new List <FileItem> {
                            DefaultResourceFile
                        }, ((UEBuildModuleCPP)Modules.First()).IntermediateDirectory, ActionGraph);
                        BinaryLinkEnvironment.InputFiles.AddRange(DefaultResourceOutput.ObjectFiles);
                    }
                }
            }

            // Add all the common resource files
            BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.CommonResourceFiles);

            return(BinaryLinkEnvironment);
        }
Example #4
0
        private LinkEnvironment SetupBinaryLinkEnvironment(LinkEnvironment LinkEnvironment, CPPEnvironment CompileEnvironment)
        {
            var BinaryLinkEnvironment         = LinkEnvironment.DeepCopy();
            var LinkEnvironmentVisitedModules = new Dictionary <UEBuildModule, bool>();
            var BinaryDependencies            = new List <UEBuildBinary>();

            CompileEnvironment.Config.bIsBuildingDLL     = IsBuildingDll(Config.Type);
            CompileEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);

            var BinaryCompileEnvironment = CompileEnvironment.DeepCopy();

            // @Hack: This to prevent UHT from listing CoreUObject.generated.cpp as its dependency.
            // We flag the compile environment when we build UHT so that we don't need to check
            // this for each file when generating their dependencies.
            BinaryCompileEnvironment.bHackHeaderGenerator = (Target.GetAppName() == "UnrealHeaderTool");

            // @todo: This should be in some Windows code somewhere...
            // Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
            var OriginalFilename = (Config.OriginalOutputFilePaths != null) ?
                                   Path.GetFileName(Config.OriginalOutputFilePaths[0]) :
                                   Path.GetFileName(Config.OutputFilePaths[0]);

            BinaryCompileEnvironment.Config.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");

            foreach (var ModuleName in ModuleNames)
            {
                var Module = Target.GetModuleByName(ModuleName);

                List <FileItem> LinkInputFiles;
                if (Module.Binary == null || Module.Binary == this)
                {
                    // Compile each module.
                    Log.TraceVerbose("Compile module: " + ModuleName);
                    LinkInputFiles = Module.Compile(CompileEnvironment, BinaryCompileEnvironment);

                    // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
                    // multiple times for a single binary.  We'll check for that here, and only add it once.  This avoids
                    // a linker warning about redundant .obj files.
                    foreach (var LinkInputFile in LinkInputFiles)
                    {
                        if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
                        {
                            BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
                        }
                    }
                }
                else
                {
                    BinaryDependencies.Add(Module.Binary);
                }

                if (!BuildConfiguration.bRunUnrealCodeAnalyzer)
                {
                    // Allow the module to modify the link environment for the binary.
                    Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
                }
            }


            // Allow the binary dependencies to modify the link environment.
            foreach (var BinaryDependency in BinaryDependencies)
            {
                BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
            }

            // Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
            if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
            {
                BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
            }

            // Set the link output file.
            BinaryLinkEnvironment.Config.OutputFilePaths = Config.OutputFilePaths.ToList();

            // Set whether the link is allowed to have exports.
            BinaryLinkEnvironment.Config.bHasExports = Config.bAllowExports;

            // Set the output folder for intermediate files
            BinaryLinkEnvironment.Config.IntermediateDirectory = Config.IntermediateDirectory;

            // Put the non-executable output files (PDB, import library, etc) in the same directory as the production
            BinaryLinkEnvironment.Config.OutputDirectory = Path.GetDirectoryName(Config.OutputFilePaths[0]);

            // Setup link output type
            BinaryLinkEnvironment.Config.bIsBuildingDLL     = IsBuildingDll(Config.Type);
            BinaryLinkEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);

            return(BinaryLinkEnvironment);
        }
Example #5
0
        private LinkEnvironment SetupBinaryLinkEnvironment(UEBuildTarget Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CPPEnvironment CompileEnvironment, List <PrecompiledHeaderTemplate> SharedPCHs, ActionGraph ActionGraph)
        {
            LinkEnvironment         BinaryLinkEnvironment         = LinkEnvironment.DeepCopy();
            HashSet <UEBuildModule> LinkEnvironmentVisitedModules = new HashSet <UEBuildModule>();
            List <UEBuildBinary>    BinaryDependencies            = new List <UEBuildBinary>();

            CompileEnvironment.Config.bIsBuildingDLL     = IsBuildingDll(Config.Type);
            CompileEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);

            CPPEnvironment BinaryCompileEnvironment = CompileEnvironment.DeepCopy();

            // @Hack: This to prevent UHT from listing CoreUObject.generated.cpp as its dependency.
            // We flag the compile environment when we build UHT so that we don't need to check
            // this for each file when generating their dependencies.
            BinaryCompileEnvironment.bHackHeaderGenerator = (Target.GetAppName() == "UnrealHeaderTool");

            // @todo: This should be in some Windows code somewhere...
            // Set the original file name macro; used in PCLaunch.rc to set the binary metadata fields.
            string OriginalFilename = (Config.OriginalOutputFilePaths != null) ?
                                      Config.OriginalOutputFilePaths[0].GetFileName() :
                                      Config.OutputFilePaths[0].GetFileName();

            BinaryCompileEnvironment.Config.Definitions.Add("ORIGINAL_FILE_NAME=\"" + OriginalFilename + "\"");

            foreach (UEBuildModule Module in Modules)
            {
                List <FileItem> LinkInputFiles;
                if (Module.Binary == null || Module.Binary == this)
                {
                    // Compile each module.
                    Log.TraceVerbose("Compile module: " + Module.Name);
                    LinkInputFiles = Module.Compile(Target, ToolChain, BinaryCompileEnvironment, SharedPCHs, ActionGraph);

                    // NOTE: Because of 'Shared PCHs', in monolithic builds the same PCH file may appear as a link input
                    // multiple times for a single binary.  We'll check for that here, and only add it once.  This avoids
                    // a linker warning about redundant .obj files.
                    foreach (FileItem LinkInputFile in LinkInputFiles)
                    {
                        if (!BinaryLinkEnvironment.InputFiles.Contains(LinkInputFile))
                        {
                            BinaryLinkEnvironment.InputFiles.Add(LinkInputFile);
                        }
                    }
                }
                else
                {
                    BinaryDependencies.Add(Module.Binary);
                }

                if (!BuildConfiguration.bRunUnrealCodeAnalyzer)
                {
                    // Allow the module to modify the link environment for the binary.
                    Module.SetupPrivateLinkEnvironment(this, BinaryLinkEnvironment, BinaryDependencies, LinkEnvironmentVisitedModules);
                }
            }


            // Allow the binary dependencies to modify the link environment.
            foreach (UEBuildBinary BinaryDependency in BinaryDependencies)
            {
                BinaryDependency.SetupDependentLinkEnvironment(BinaryLinkEnvironment);
            }

            // Remove the default resource file on Windows (PCLaunch.rc) if the user has specified their own
            if (BinaryLinkEnvironment.InputFiles.Select(Item => Path.GetFileName(Item.AbsolutePath).ToLower()).Any(Name => Name.EndsWith(".res") && !Name.EndsWith(".inl.res") && Name != "pclaunch.rc.res"))
            {
                BinaryLinkEnvironment.InputFiles.RemoveAll(x => Path.GetFileName(x.AbsolutePath).ToLower() == "pclaunch.rc.res");
            }

            // Set the link output file.
            BinaryLinkEnvironment.Config.OutputFilePaths = Config.OutputFilePaths.ToList();

            // Set whether the link is allowed to have exports.
            BinaryLinkEnvironment.Config.bHasExports = Config.bAllowExports;

            // Set the output folder for intermediate files
            BinaryLinkEnvironment.Config.IntermediateDirectory = Config.IntermediateDirectory;

            // Put the non-executable output files (PDB, import library, etc) in the same directory as the production
            BinaryLinkEnvironment.Config.OutputDirectory = Config.OutputFilePaths[0].Directory;

            // Setup link output type
            BinaryLinkEnvironment.Config.bIsBuildingDLL     = IsBuildingDll(Config.Type);
            BinaryLinkEnvironment.Config.bIsBuildingLibrary = IsBuildingLibrary(Config.Type);

            BinaryLinkEnvironment.Config.ProjectFile = Target.ProjectFile;

            // Add the default resources for dlls
            if (Config.Type == UEBuildBinaryType.DynamicLinkLibrary)
            {
                // Check if there's already a custom resource file
                if (!BinaryLinkEnvironment.InputFiles.Any(x => x.Reference.HasExtension(".res")))
                {
                    if (UEBuildConfiguration.bFormalBuild)
                    {
                        // For formal builds, compile the default resource file per-binary, so that it gets the correct ORIGINAL_FILE_NAME macro.
                        CPPEnvironment BinaryResourceCompileEnvironment = BinaryCompileEnvironment.DeepCopy();
                        BinaryResourceCompileEnvironment.Config.OutputDirectory = DirectoryReference.Combine(BinaryResourceCompileEnvironment.Config.OutputDirectory, Modules.First().Name);
                        FileItem  DefaultResourceFile   = FileItem.GetItemByFileReference(FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Runtime", "Launch", "Resources", "Windows", "PCLaunch.rc"));
                        CPPOutput DefaultResourceOutput = ToolChain.CompileRCFiles(BinaryResourceCompileEnvironment, new List <FileItem> {
                            DefaultResourceFile
                        }, ActionGraph);
                        BinaryLinkEnvironment.InputFiles.AddRange(DefaultResourceOutput.ObjectFiles);
                    }
                    else
                    {
                        // For non-formal builds, we just want to share the default resource file between modules
                        BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.DefaultResourceFiles);
                    }
                }

                // Add all the common resource files
                BinaryLinkEnvironment.InputFiles.AddRange(BinaryLinkEnvironment.CommonResourceFiles);
            }

            return(BinaryLinkEnvironment);
        }