Esempio n. 1
0
 /// <summary>
 /// Public ctor that initializes the include name (the resolved name won't be determined until later)
 /// </summary>
 /// <param name="InIncludeName"></param>
 public DependencyInclude(string InIncludeName)
 {
     if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
     {
         if (InIncludeName.StartsWith("/Users") || InIncludeName.StartsWith("\\Users"))
         {
             // convert the path back to Windows
             InIncludeName = RemoteExports.UnconvertPath(InIncludeName);
         }
     }
     IncludeName = InIncludeName;
 }
Esempio n. 2
0
        public FileItem CachePCHUsageForCPPFile(FileItem CPPFile, CppIncludePaths IncludePaths, CppPlatform Platform)
        {
            // @todo ubtmake: We don't really need to scan every file looking for PCH headers, just need one.  The rest is just for error checking.
            // @todo ubtmake: We don't need all of the direct includes either.  We just need the first, unless we want to check for errors.
            List <DependencyInclude> DirectIncludeFilenames = GetDirectIncludeDependencies(CPPFile, bOnlyCachedDependencies: false);

            if (UnrealBuildTool.bPrintDebugInfo)
            {
                Log.TraceVerbose("Found direct includes for {0}: {1}", Path.GetFileName(CPPFile.AbsolutePath), string.Join(", ", DirectIncludeFilenames.Select(F => F.IncludeName)));
            }

            if (DirectIncludeFilenames.Count == 0)
            {
                return(null);
            }

            DependencyInclude FirstInclude = DirectIncludeFilenames[0];

            // Resolve the PCH header to an absolute path.
            // Check NullOrEmpty here because if the file could not be resolved we need to throw an exception
            if (FirstInclude.IncludeResolvedNameIfSuccessful != null &&
                // ignore any preexisting resolve cache if we are not configured to use it.
                bUseIncludeDependencyResolveCache &&
                // if we are testing the resolve cache, we force UBT to resolve every time to look for conflicts
                !bTestIncludeDependencyResolveCache)
            {
                CPPFile.PrecompiledHeaderIncludeFilename = FirstInclude.IncludeResolvedNameIfSuccessful;
                return(FileItem.GetItemByFileReference(CPPFile.PrecompiledHeaderIncludeFilename));
            }

            // search the include paths to resolve the file.
            string          FirstIncludeName = FirstInclude.IncludeName;
            UEBuildPlatform BuildPlatform    = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(Platform);

            // convert back from relative to host path if needed
            if (!BuildPlatform.UseAbsolutePathsInUnityFiles())
            {
                FirstIncludeName = RemoteExports.UnconvertPath(FirstIncludeName);
            }

            FileItem PrecompiledHeaderIncludeFile = CPPHeaders.FindIncludedFile(CPPFile.Reference, FirstIncludeName, IncludePaths);

            if (PrecompiledHeaderIncludeFile == null)
            {
                FirstIncludeName = RemoteExports.UnconvertPath(FirstInclude.IncludeName);
                throw new BuildException("The first include statement in source file '{0}' is trying to include the file '{1}' as the precompiled header, but that file could not be located in any of the module's include search paths.", CPPFile.AbsolutePath, FirstIncludeName);
            }

            IncludeDependencyCache.CacheResolvedIncludeFullPath(CPPFile, 0, PrecompiledHeaderIncludeFile.Reference, bUseIncludeDependencyResolveCache, bTestIncludeDependencyResolveCache);
            CPPFile.PrecompiledHeaderIncludeFilename = PrecompiledHeaderIncludeFile.Reference;

            return(PrecompiledHeaderIncludeFile);
        }
Esempio n. 3
0
        /// <summary>
        /// Given a set of C++ files, generates another set of C++ files that #include all the original
        /// files, the goal being to compile the same code in fewer translation units.
        /// The "unity" files are written to the CompileEnvironment's OutputDirectory.
        /// </summary>
        /// <param name="Target">The target we're building</param>
        /// <param name="CPPFiles">The C++ files to #include.</param>
        /// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
        /// <param name="WorkingSet">Interface to query files which belong to the working set</param>
        /// <param name="BaseName">Base name to use for the Unity files</param>
        /// <param name="IntermediateDirectory">Intermediate directory for unity cpp files</param>
        /// <returns>The "unity" C++ files.</returns>
        public static List <FileItem> GenerateUnityCPPs(
            ReadOnlyTargetRules Target,
            List <FileItem> CPPFiles,
            CppCompileEnvironment CompileEnvironment,
            ISourceFileWorkingSet WorkingSet,
            string BaseName,
            DirectoryReference IntermediateDirectory
            )
        {
            List <FileItem> NewCPPFiles = new List <FileItem>();

            UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Platform);

            // Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
            long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);

            // We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
            // is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
            // this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.


            // When enabled, UnrealBuildTool will try to determine source files that you are actively iteratively changing, and break those files
            // out of their unity blobs so that you can compile them as individual translation units, much faster than recompiling the entire
            // unity blob each time.
            bool bUseAdaptiveUnityBuild = Target.bUseAdaptiveUnityBuild && !Target.bStressTestUnity;

            // Optimization only makes sense if PCH files are enabled.
            bool bForceIntoSingleUnityFile = Target.bStressTestUnity || (TotalBytesInCPPFiles < Target.NumIncludedBytesPerUnityCPP * 2 && Target.bUsePCHFiles);

            // Build the list of unity files.
            List <FileCollection> AllUnityFiles;
            {
                // Sort the incoming file paths alphabetically, so there will be consistency in unity blobs across multiple machines.
                // Note that we're relying on this not only sorting files within each directory, but also the directories
                // themselves, so the whole list of file paths is the same across computers.
                List <FileItem> SortedCPPFiles = CPPFiles.GetRange(0, CPPFiles.Count);
                {
                    // Case-insensitive file path compare, because you never know what is going on with local file systems
                    Comparison <FileItem> FileItemComparer = (FileA, FileB) => { return(FileA.AbsolutePath.ToLowerInvariant().CompareTo(FileB.AbsolutePath.ToLowerInvariant())); };
                    SortedCPPFiles.Sort(FileItemComparer);
                }


                // Figure out whether we REALLY want to use adaptive unity for this module.  If nearly every file in the module appears in the working
                // set, we'll just go ahead and let unity build do its thing.
                if (bUseAdaptiveUnityBuild)
                {
                    int CandidateWorkingSetSourceFileCount = 0;
                    int WorkingSetSourceFileCount          = 0;
                    foreach (FileItem CPPFile in SortedCPPFiles)
                    {
                        ++CandidateWorkingSetSourceFileCount;

                        // Don't include writable source files into unity blobs
                        if (WorkingSet.Contains(CPPFile.Location))
                        {
                            ++WorkingSetSourceFileCount;

                            // Mark this file as part of the working set.  This will be saved into the UBT Makefile so that
                            // the assembler can automatically invalidate the Makefile when the working set changes (allowing this
                            // code to run again, to build up new unity blobs.)
                            SourceFileWorkingSet.Add(CPPFile);
                        }
                    }

                    if (WorkingSetSourceFileCount >= CandidateWorkingSetSourceFileCount)
                    {
                        // Every single file in the module appears in the working set, so don't bother using adaptive unity for this
                        // module.  Otherwise it would make full builds really slow.
                        bUseAdaptiveUnityBuild = false;
                    }
                }

                UnityFileBuilder CPPUnityFileBuilder          = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : Target.NumIncludedBytesPerUnityCPP);
                StringBuilder    AdaptiveUnityBuildInfoString = new StringBuilder();
                foreach (FileItem CPPFile in SortedCPPFiles)
                {
                    if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1)
                    {
                        NewCPPFiles.Add(CPPFile);
                    }

                    // When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with
                    if (bUseAdaptiveUnityBuild && SourceFileWorkingSet.Contains(CPPFile))
                    {
                        // Just compile this file normally, not as part of the unity blob
                        NewCPPFiles.Add(CPPFile);

                        // Let the unity file builder know about the file, so that we can retain the existing size of the unity blobs.
                        // This won't actually make the source file part of the unity blob, but it will keep track of how big the
                        // file is so that other existing unity blobs from the same module won't be invalidated.  This prevents much
                        // longer compile times the first time you build after your working file set changes.
                        CPPUnityFileBuilder.AddVirtualFile(CPPFile);

                        string CPPFileName = Path.GetFileName(CPPFile.AbsolutePath);
                        if (AdaptiveUnityBuildInfoString.Length == 0)
                        {
                            AdaptiveUnityBuildInfoString.Append(String.Format("[Adaptive unity build] Excluded from {0} unity file: {1}", BaseName, CPPFileName));
                        }
                        else
                        {
                            AdaptiveUnityBuildInfoString.Append(", " + CPPFileName);
                        }
                    }

                    else
                    {
                        // If adaptive unity build is enabled for this module, add this source file to the set that will invalidate the makefile
                        if (bUseAdaptiveUnityBuild)
                        {
                            CandidateSourceFilesForWorkingSet.Add(CPPFile);
                        }

                        // Compile this file as part of the unity blob
                        CPPUnityFileBuilder.AddFile(CPPFile);

                        // 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
                        // dependency cache, as it is now an "indirect include" from the unity file.  We'll clear out the compile environment
                        // attached to this file.  This prevents us from having to cache all of the indirect includes from these files inside our
                        // dependency cache, which speeds up iterative builds a lot!
                        CPPFile.CachedIncludePaths = null;
                    }
                }

                if (AdaptiveUnityBuildInfoString.Length > 0)
                {
                    if (PrintedSettingsForTargets.Add(Target.Name))
                    {
                        if (Target.bAdaptiveUnityDisablesPCH)
                        {
                            Log.TraceInformation("[Adaptive unity build] Disabling PCH for excluded files. Set bAdaptiveUnityDisablesPCH to false in BuildConfiguration.xml to change this behavior.");
                        }
                        if (Target.bAdaptiveUnityDisablesOptimizations)
                        {
                            Log.TraceInformation("[Adaptive unity build] Disabling optimizations for excluded files. Set bAdaptiveUnityDisablesOptimizations to false in BuildConfiguration.xml to change this behavior.");
                        }
                    }
                    Log.TraceInformation(AdaptiveUnityBuildInfoString.ToString());
                }

                AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
            }

            // Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
            // actions to compile them.
            int CurrentUnityFileCount = 0;

            foreach (FileCollection UnityFile in AllUnityFiles)
            {
                ++CurrentUnityFileCount;

                StringWriter OutputUnityCPPWriter = new StringWriter();

                OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");

                // Add source files to the unity file
                foreach (FileItem CPPFile in UnityFile.Files)
                {
                    string IncludePath;
                    if (BuildPlatform.UseAbsolutePathsInUnityFiles())
                    {
                        IncludePath = CPPFile.AbsolutePath;
                    }
                    else
                    {
                        // @todo: MakeRelativeTo does not work with code projects on a different drive than the engine. reverting to old version until we can come
                        // up with a better solution
                        IncludePath = RemoteExports.ConvertPath(CPPFile.AbsolutePath).Replace('\\', '/');
                    }
                    OutputUnityCPPWriter.WriteLine("#include \"{0}\"", IncludePath);
                }

                // Determine unity file path name
                string UnityCPPFileName;
                if (AllUnityFiles.Count > 1)
                {
                    UnityCPPFileName = string.Format("{0}{1}.{2}_of_{3}.cpp", ModulePrefix, BaseName, CurrentUnityFileCount, AllUnityFiles.Count);
                }
                else
                {
                    UnityCPPFileName = string.Format("{0}{1}.cpp", ModulePrefix, BaseName);
                }
                FileReference UnityCPPFilePath = FileReference.Combine(IntermediateDirectory, UnityCPPFileName);

                // Write the unity file to the intermediate folder.
                FileItem UnityCPPFile = FileItem.CreateIntermediateTextFile(UnityCPPFilePath, OutputUnityCPPWriter.ToString());

                UnityCPPFile.RelativeCost = UnityFile.TotalLength;
                NewCPPFiles.Add(UnityCPPFile);

                // Cache information about the unity .cpp dependencies
                // @todo ubtmake urgent: Fails when building remotely for Mac because unity .cpp has an include for a PCH on the REMOTE machine
                FileItem FirstCppFile = UnityFile.Files.First();
                UEBuildModuleCPP.CachePCHUsageForModuleSourceFile(CompileEnvironment, FirstCppFile);
                UnityCPPFile.CachedIncludePaths = FirstCppFile.CachedIncludePaths;
                UnityCPPFile.PrecompiledHeaderIncludeFilename = FirstCppFile.PrecompiledHeaderIncludeFilename;
            }

            return(NewCPPFiles);
        }