public override List <FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile, ReadOnlyTargetRules Target) { AndroidToolChain ToolChain = CreateToolChain(Target) as AndroidToolChain; List <string> Architectures = ToolChain.GetAllArchitectures(); List <string> GPUArchitectures = ToolChain.GetAllGPUArchitectures(); // make multiple output binaries List <FileReference> AllBinaries = new List <FileReference>(); foreach (string Architecture in Architectures) { foreach (string GPUArchitecture in GPUArchitectures) { string BinaryPath; if (Target.bShouldCompileAsDLL) { BinaryPath = Path.Combine(BinaryName.Directory.FullName, Target.Configuration.ToString(), "libUE4.so"); } else { BinaryPath = AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture); } AllBinaries.Add(new FileReference(BinaryPath)); } } return(AllBinaries); }
public override List <string> FinalizeBinaryPaths(string BinaryName) { string[] Architectures = AndroidToolChain.GetAllArchitectures(); string[] GPUArchitectures = AndroidToolChain.GetAllGPUArchitectures(); // make multiple output binaries List <string> AllBinaries = new List <string>(); foreach (string Architecture in Architectures) { foreach (string GPUArchitecture in GPUArchitectures) { AllBinaries.Add(AndroidToolChain.InlineArchName(BinaryName, Architecture, GPUArchitecture)); } } return(AllBinaries); }
public override List <FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile, ReadOnlyTargetRules Target) { AndroidToolChain ToolChain = new AndroidToolChain(ProjectFile, false, Target.AndroidPlatform.Architectures, Target.AndroidPlatform.GPUArchitectures); List <string> Architectures = ToolChain.GetAllArchitectures(); List <string> GPUArchitectures = ToolChain.GetAllGPUArchitectures(); // make multiple output binaries List <FileReference> AllBinaries = new List <FileReference>(); foreach (string Architecture in Architectures) { foreach (string GPUArchitecture in GPUArchitectures) { AllBinaries.Add(new FileReference(AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture))); } } return(AllBinaries); }
public override List <FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile) { AndroidToolChain ToolChain = new AndroidToolChain(ProjectFile); var Architectures = ToolChain.GetAllArchitectures(); var GPUArchitectures = ToolChain.GetAllGPUArchitectures(); // make multiple output binaries List <FileReference> AllBinaries = new List <FileReference>(); foreach (string Architecture in Architectures) { foreach (string GPUArchitecture in GPUArchitectures) { AllBinaries.Add(new FileReference(AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture))); } } return(AllBinaries); }
public override List <FileReference> FinalizeBinaryPaths(FileReference BinaryName, FileReference ProjectFile, ReadOnlyTargetRules Target) { // the CppPlatform here doesn't actually matter, so this will work even for sub-platforms AndroidToolChain ToolChain = CreateToolChain(CppPlatform.Android, Target) as AndroidToolChain; List <string> Architectures = ToolChain.GetAllArchitectures(); List <string> GPUArchitectures = ToolChain.GetAllGPUArchitectures(); // make multiple output binaries List <FileReference> AllBinaries = new List <FileReference>(); foreach (string Architecture in Architectures) { foreach (string GPUArchitecture in GPUArchitectures) { AllBinaries.Add(new FileReference(AndroidToolChain.InlineArchName(BinaryName.FullName, Architecture, GPUArchitecture))); } } return(AllBinaries); }