Пример #1
0
        /// <summary>
        /// Generates a list of all modules referenced by this binary
        /// </summary>
        /// <param name="ReferencedBy">Map of module to the module that referenced it</param>
        /// <returns>List of all referenced modules</returns>
        public void FindModuleReferences(Dictionary <UEBuildModule, UEBuildModule> ReferencedBy)
        {
            List <UEBuildModule> ReferencedModules = new List <UEBuildModule>();

            foreach (UEBuildModule Module in Modules)
            {
                ReferencedModules.Add(Module);
                ReferencedBy.Add(Module, null);
            }

            List <UEBuildModule>    DirectlyReferencedModules = new List <UEBuildModule>();
            HashSet <UEBuildModule> VisitedModules            = new HashSet <UEBuildModule>();

            for (int Idx = 0; Idx < ReferencedModules.Count; Idx++)
            {
                UEBuildModule SourceModule = ReferencedModules[Idx];

                // Find all the direct references from this module
                DirectlyReferencedModules.Clear();
                SourceModule.GetAllDependencyModules(DirectlyReferencedModules, VisitedModules, false, false, true);

                // Set up the references for all the new modules
                foreach (UEBuildModule DirectlyReferencedModule in DirectlyReferencedModules)
                {
                    if (!ReferencedBy.ContainsKey(DirectlyReferencedModule))
                    {
                        ReferencedBy.Add(DirectlyReferencedModule, SourceModule);
                        ReferencedModules.Add(DirectlyReferencedModule);
                    }
                }
            }
        }
Пример #2
0
 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if (Target.Platform == UnrealTargetPlatform.HTML5)
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
             InModule.AddPublicDependencyModule("zlib");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
     }
     else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac)
     {
         // allow standalone tools to use targetplatform modules, without needing Engine
         if ((!UEBuildConfiguration.bBuildRequiresCookedData &&
              InModule.ToString() == "Engine" &&
              UEBuildConfiguration.bBuildDeveloperTools) ||
             UEBuildConfiguration.bForceBuildTargetPlatforms)
         {
             InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
         }
     }
 }
Пример #3
0
 /// <summary>
 /// Adds a module to the binary.
 /// </summary>
 /// <param name="Module">The module to add</param>
 public void AddModule(UEBuildModule Module)
 {
     if (!Modules.Contains(Module))
     {
         Modules.Add(Module);
     }
 }
Пример #4
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if (Target.Platform == UnrealTargetPlatform.Mac)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("MacTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("MacNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("MacClientTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("MacServerTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
            }
        }
Пример #5
0
        /// <summary>
        /// Checks whether the binary output paths are appropriate for the distribution
        /// level of its direct module dependencies
        /// </summary>
        public bool CheckRestrictedFolders(DirectoryReference ProjectDir, Dictionary <UEBuildModule, Dictionary <RestrictedFolder, DirectoryReference> > ModuleRestrictedFolderCache)
        {
            // Find all the modules we depend on
            Dictionary <UEBuildModule, UEBuildModule> ModuleReferencedBy = new Dictionary <UEBuildModule, UEBuildModule>();

            FindModuleReferences(ModuleReferencedBy);

            // Loop through each of the output binaries and check them separately
            bool bResult = true;

            foreach (FileReference OutputFilePath in OutputFilePaths)
            {
                // Find the base directory for this binary
                DirectoryReference BaseDir;
                if (OutputFilePath.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
                {
                    BaseDir = UnrealBuildTool.EngineDirectory;
                }
                else if (ProjectDir != null && OutputFilePath.IsUnderDirectory(ProjectDir))
                {
                    BaseDir = ProjectDir;
                }
                else
                {
                    continue;
                }

                // Find the permitted restricted folder references under the base directory
                List <RestrictedFolder> BinaryFolders = RestrictedFolders.FindPermittedRestrictedFolderReferences(BaseDir, OutputFilePath.Directory);

                // Check all the dependent modules
                foreach (UEBuildModule Module in ModuleReferencedBy.Keys)
                {
                    // Find the restricted folders for this module
                    Dictionary <RestrictedFolder, DirectoryReference> ModuleRestrictedFolders;
                    if (!ModuleRestrictedFolderCache.TryGetValue(Module, out ModuleRestrictedFolders))
                    {
                        ModuleRestrictedFolders = Module.FindRestrictedFolderReferences(ProjectDir);
                        ModuleRestrictedFolderCache.Add(Module, ModuleRestrictedFolders);
                    }

                    // Write errors for any missing paths in the output files
                    foreach (KeyValuePair <RestrictedFolder, DirectoryReference> Pair in ModuleRestrictedFolders)
                    {
                        if (!BinaryFolders.Contains(Pair.Key))
                        {
                            List <string> ReferenceChain = new List <string>();
                            for (UEBuildModule ReferencedModule = Module; ReferencedModule != null; ReferencedModule = ModuleReferencedBy[ReferencedModule])
                            {
                                ReferenceChain.Insert(0, ReferencedModule.Name);
                            }
                            Log.TraceError("Output binary \"{0}\" is not in a {1} folder, but references \"{2}\" via {3}.", OutputFilePath, Pair.Key.ToString(), Pair.Value, String.Join(" -> ", ReferenceChain));
                            bResult = false;
                        }
                    }
                }
            }
            return(bResult);
        }
Пример #6
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
//                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                            // @todo es31: Put this back in for ES31 support
                            // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                            // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
//                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                    // @todo es31: Put this back in for ES31 support
                    // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                    // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Пример #7
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                            // @todo gl4android
                            // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddDynamicallyLoadedModule("TextureFormatASTC");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");                            // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                    // @todo gl4android
                    // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Пример #8
0
 /// <summary>
 /// Process all modules that aren't yet bound, creating binaries for modules that don't yet have one (if needed),
 /// and updating modules for circular dependencies.
 /// </summary>
 /// <returns>List of newly-created binaries (may be empty)</returns>
 public override void ProcessUnboundModules()
 {
     if (Config.bHasModuleRules)
     {
         // Modules may be added to this binary during this process, so don't foreach over ModuleNames
         for (int Idx = 0; Idx < ModuleNames.Count; Idx++)
         {
             UEBuildModule Module = Target.FindOrCreateModuleByName(ModuleNames[Idx]);
             Module.RecursivelyProcessUnboundModules();
         }
     }
 }
Пример #9
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Linux)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
            }
        }
Пример #10
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");

//#todo-rco: Remove when public
                    {
                        string VulkanSDKPath = Environment.GetEnvironmentVariable("VulkanSDK");
                        if (!String.IsNullOrEmpty(VulkanSDKPath))
                        {
                            InModule.AddDynamicallyLoadedModule("VulkanShaderFormat");
                        }
                    }
                }

                if (InModule.ToString() == "D3D11RHI")
                {
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows");
                }

                if (InModule.ToString() == "D3D12RHI")
                {
                    // To enable platform specific D3D12 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D12RHI/Private/Windows");
                }
            }
        }
Пример #11
0
 private static void RecursivelyCreateIncludePathModulesByName(List <string> ModuleNames, ref List <UEBuildModule> Modules, CreateModuleDelegate CreateModule, string ReferenceChain)
 {
     // Check whether the module list is already set. We set this immediately (via the ref) to avoid infinite recursion.
     if (Modules == null)
     {
         Modules = new List <UEBuildModule>();
         foreach (string ModuleName in ModuleNames)
         {
             UEBuildModule Module = CreateModule(ModuleName, ReferenceChain);
             RecursivelyCreateIncludePathModulesByName(Module.Rules.PublicIncludePathModuleNames, ref Module.PublicIncludePathModules, CreateModule, ReferenceChain);
             Modules.Add(Module);
         }
     }
 }
Пример #12
0
        public override List <UEBuildModule> FindGameModules()
        {
            var GameModules = new List <UEBuildModule>();

            foreach (var ModuleName in ModuleNames)
            {
                UEBuildModule Module = Target.GetModuleByName(ModuleName);
                if (!Utils.IsFileUnderDirectory(Module.ModuleDirectory, BuildConfiguration.RelativeEnginePath))
                {
                    GameModules.Add(Module);
                }
            }
            return(GameModules);
        }
Пример #13
0
        /// <summary>
        /// Overrides base class to add module runtime dependencies to the build receipt.
        /// </summary>
        /// <param name="ToolChain">The platform toolchain</param>
        public override BuildReceipt MakeReceipt(IUEToolChain ToolChain)
        {
            BuildReceipt Receipt = base.MakeReceipt(ToolChain);

            // Set the IsPrecompiled flag on all the build products if we're not actually building this binary
            if (!Config.bAllowCompilation)
            {
                foreach (BuildProduct BuildProduct in Receipt.BuildProducts)
                {
                    BuildProduct.IsPrecompiled = true;
                }
            }

            // Add the compiled resource file if we're building a static library containing the launch module on Windows
            if (Config.Type == UEBuildBinaryType.StaticLibrary && ModuleNames.Contains("Launch") && (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64))
            {
                string ResourceFilePath = Path.Combine(Config.IntermediateDirectory, "Launch", "PCLaunch.rc.res");
                Receipt.AddBuildProduct(ResourceFilePath, BuildProductType.StaticLibrary);
            }

            // Add runtime dependencies for all the modules in this binary, and build up a list of all the referenced modules
            Dictionary <string, UEBuildModule> ReferencedModules = new Dictionary <string, UEBuildModule>();
            List <UEBuildModule> OrderedModules = new List <UEBuildModule>();

            foreach (string ModuleName in ModuleNames)
            {
                UEBuildModule Module = Target.GetModuleByName(ModuleName);
                foreach (RuntimeDependency RuntimeDependency in Module.RuntimeDependencies)
                {
                    Receipt.RuntimeDependencies.Add(new RuntimeDependency(RuntimeDependency));
                }
                Module.GetAllDependencyModules(ReferencedModules, OrderedModules, true, false, true);
            }

            // Add runtime dependencies for all the referenced external modules. These may be introduce dependencies for the binary without actually being listed for inclusion in it.
            foreach (UEBuildModule OrderedModule in OrderedModules)
            {
                UEBuildExternalModule ExternalModule = OrderedModule as UEBuildExternalModule;
                if (ExternalModule != null)
                {
                    foreach (RuntimeDependency RuntimeDependency in ExternalModule.RuntimeDependencies)
                    {
                        Receipt.RuntimeDependencies.Add(new RuntimeDependency(RuntimeDependency));
                    }
                }
            }
            return(Receipt);
        }
Пример #14
0
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if ((Target.Platform == UnrealTargetPlatform.UWP))
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPrivateDependencyModule("UWPSDK");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
         else if (InModule.ToString() == "D3D11RHI")
         {
             InModule.AddPublicDefinition("D3D11_WITH_DWMAPI=0");
             InModule.AddPublicDefinition("WITH_DX_PERF=0");
         }
         else if (InModule.ToString() == "DX11")
         {
             // Clear out all the Windows include paths and libraries...
             // The UWPSDK module handles proper paths and libs for UWP.
             // However, the D3D11RHI module will include the DX11 module.
             InModule.ClearPublicIncludePaths();
             InModule.ClearPublicLibraryPaths();
             InModule.ClearPublicAdditionalLibraries();
             InModule.RemovePublicDefinition("WITH_D3DX_LIBS=1");
             InModule.AddPublicDefinition("WITH_D3DX_LIBS=0");
             InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
             InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
         }
         else if (InModule.ToString() == "XAudio2")
         {
             InModule.AddPublicDefinition("XAUDIO_SUPPORTS_XMA2WAVEFORMATEX=0");
             InModule.AddPublicDefinition("XAUDIO_SUPPORTS_DEVICE_DETAILS=0");
             InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_MUSIC=0");
             InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_SENDLIST=0");
             InModule.AddPublicAdditionalLibrary("XAudio2.lib");
         }
         else if (InModule.ToString() == "DX11Audio")
         {
             InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
             InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
         }
     }
 }
Пример #15
0
        /// <summary>
        /// Checks whether the binary output paths are appropriate for the distribution
        /// level of its direct module dependencies
        /// </summary>
        public void CheckOutputDistributionLevelAgainstDependencies(Dictionary <UEBuildModule, UEBuildModuleDistribution> ModuleDistributionCache)
        {
            // Find maximum distribution level of its direct dependencies
            UEBuildModuleDistribution DistributionLevel = UEBuildModuleDistribution.Public;
            List <UEBuildModule>      DependantModules  = GetAllDependencyModules(false, false);

            List <string>[] DependantModuleNames = new List <string> [Enum.GetNames(typeof(UEBuildModuleDistribution)).Length];
            foreach (UEBuildModule Module in DependantModules)
            {
                UEBuildModuleDistribution ModuleDistributionLevel;
                if (!ModuleDistributionCache.TryGetValue(Module, out ModuleDistributionLevel))
                {
                    ModuleDistributionLevel = Module.DetermineDistributionLevel();
                    ModuleDistributionCache.Add(Module, ModuleDistributionLevel);
                }
                if (ModuleDistributionLevel != UEBuildModuleDistribution.Public)
                {
                    // Make a list of non-public dependant modules so that exception
                    // message can be more helpful
                    int DistributionIndex = (int)ModuleDistributionLevel;
                    if (DependantModuleNames[DistributionIndex] == null)
                    {
                        DependantModuleNames[DistributionIndex] = new List <string>();
                    }
                    DependantModuleNames[DistributionIndex].Add(Module.Name);

                    DistributionLevel = Utils.Max(DistributionLevel, ModuleDistributionLevel);
                }
            }

            // Check Output Paths if dependencies shouldn't be distributed to everyone
            if (DistributionLevel != UEBuildModuleDistribution.Public)
            {
                foreach (FileReference OutputFilePath in Config.OutputFilePaths)
                {
                    UEBuildModuleDistribution OutputDistributionLevel = UEBuildModule.GetModuleDistributionLevelBasedOnLocation(OutputFilePath.FullName);

                    // Throw exception if output path is not appropriate
                    if (OutputDistributionLevel < DistributionLevel)
                    {
                        string JoinedModuleNames = String.Join(",", DependantModuleNames[(int)DistributionLevel]);
                        throw new BuildException("Output file \"{0}\" has distribution level of \"{1}\" but has direct dependencies on modules with distribution level of \"{2}\" ({3}).\nEither change to dynamic dependencies, set BinariesSubFolder/ExeBinariesSubFolder to \"{2}\" or set bOutputPubliclyDistributable to true in the target.cs or build.cs file.",
                                                 OutputFilePath, OutputDistributionLevel.ToString(), DistributionLevel.ToString(), JoinedModuleNames);
                    }
                }
            }
        }
Пример #16
0
 private static void RecursivelyCreateModulesByName(List <string> ModuleNames, ref List <UEBuildModule> Modules, CreateModuleDelegate CreateModule)
 {
     // Check whether the module list is already set. We set this immediately (via the ref) to avoid infinite recursion.
     if (Modules == null)
     {
         Modules = new List <UEBuildModule>();
         foreach (string ModuleName in ModuleNames)
         {
             UEBuildModule Module = CreateModule(ModuleName);
             if (!Modules.Contains(Module))
             {
                 Module.RecursivelyCreateModules(CreateModule);
                 Modules.Add(Module);
             }
         }
     }
 }
Пример #17
0
        // UEBuildBinary interface.

        /// <summary>
        /// Called to resolve module names and uniquely bind modules to a binary.
        /// </summary>
        /// <param name="BuildTarget">The build target the modules are being bound for</param>
        /// <param name="Target">The target info</param>
        public override void BindModules()
        {
            foreach (var ModuleName in ModuleNames)
            {
                UEBuildModule Module = null;
                if (Config.bHasModuleRules)
                {
                    Module = Target.FindOrCreateModuleByName(ModuleName);
                    if (Module.Binary == null)
                    {
                        Module.Binary            = this;
                        Module.bIncludedInTarget = true;
                    }
                    else if (Module.Binary.Config.Type != UEBuildBinaryType.StaticLibrary)
                    {
                        throw new BuildException("Module \"{0}\" linked into both {1} and {2}, which creates ambiguous linkage for dependents.", ModuleName, Module.Binary.Config.OutputFilePath, Config.OutputFilePath);
                    }
                }
            }
        }
Пример #18
0
        /**
         *     Modify the newly created module passed in for this platform.
         *     This is not required - but allows for hiding details of a
         *     particular platform.
         *
         *     @param InModule             The newly loaded module
         *     @param GameName             The game being build
         *     @param Target               The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat");
                }
            }
        }
Пример #19
0
        /// <summary>
        /// Overrides base class to add module runtime dependencies to the build receipt.
        /// </summary>
        /// <param name="ToolChain">The platform toolchain</param>
        public override BuildReceipt MakeReceipt(IUEToolChain ToolChain)
        {
            BuildReceipt Receipt = base.MakeReceipt(ToolChain);

            // Set the IsPrecompiled flag on all the build products if we're not actually building this binary
            if (!Config.bAllowCompilation)
            {
                foreach (BuildProduct BuildProduct in Receipt.BuildProducts)
                {
                    BuildProduct.IsPrecompiled = true;
                }
            }

            // Add runtime dependencies for all the modules in this binary, and build up a list of all the referenced modules
            Dictionary <string, UEBuildModule> ReferencedModules = new Dictionary <string, UEBuildModule>();
            List <UEBuildModule> OrderedModules = new List <UEBuildModule>();

            foreach (string ModuleName in ModuleNames)
            {
                UEBuildModule Module = Target.GetModuleByName(ModuleName);
                foreach (RuntimeDependency RuntimeDependency in Module.RuntimeDependencies)
                {
                    Receipt.RuntimeDependencies.Add(new RuntimeDependency(RuntimeDependency));
                }
                Module.GetAllDependencyModules(ReferencedModules, OrderedModules, true, false, true);
            }

            // Add runtime dependencies for all the referenced external modules. These may be introduce dependencies for the binary without actually being listed for inclusion in it.
            foreach (UEBuildModule OrderedModule in OrderedModules)
            {
                UEBuildExternalModule ExternalModule = OrderedModule as UEBuildExternalModule;
                if (ExternalModule != null)
                {
                    foreach (RuntimeDependency RuntimeDependency in ExternalModule.RuntimeDependencies)
                    {
                        Receipt.RuntimeDependencies.Add(new RuntimeDependency(RuntimeDependency));
                    }
                }
            }
            return(Receipt);
        }
Пример #20
0
        // UEBuildBinary interface.

        /// <summary>
        /// Called to resolve module names and uniquely bind modules to a binary.
        /// </summary>
        /// <param name="BuildTarget">The build target the modules are being bound for</param>
        /// <param name="Target">The target info</param>
        public override void BindModules()
        {
            foreach (var ModuleName in ModuleNames)
            {
                UEBuildModule Module = null;
                if (Config.bHasModuleRules)
                {
                    Module = Target.FindOrCreateModuleByName(ModuleName);
                    if (Module.Binary != null)
                    {
                        throw new BuildException("Module \"{0}\" linked into both {1} and {2}, which creates ambiguous linkage for dependents.", ModuleName, Module.Binary.Config.OutputFilePath, Config.OutputFilePath);
                    }
                    Module.Binary            = this;
                    Module.bIncludedInTarget = true;
                }

                // We set whether the binary is being compiled monolithic here to know later - specifically
                // when we are determining whether to use SharedPCHs or not for static lib builds of plugins.
                Config.bCompileMonolithic = Target.ShouldCompileMonolithic();

                // We also need to know what the actual build target configuration is later in the process
                // where we do not have access to the Target itself... This is for generating the paths
                // to the plugins.
                Config.TargetConfiguration = Target.Configuration;
                Config.TargetName          = Target.GetAppName();

                if (Module != null && (Target.Rules == null || Target.Rules.bOutputToEngineBinaries == false))
                {
                    // Fix up the binary path if this is module specifies an alternate output directory
                    for (int Index = 0; Index < Config.OutputFilePaths.Length; Index++)
                    {
                        Config.OutputFilePaths[Index] = Module.FixupOutputPath(Config.OutputFilePaths[Index]);
                    }
                }
            }
        }
Пример #21
0
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }

                if (InModule.ToString() == "D3D11RHI")
                {
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows");
                }
            }
        }
Пример #22
0
 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if (Target.Platform == UnrealTargetPlatform.HTML5)
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
             InModule.AddPublicDependencyModule("zlib");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
     }
     else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac )
     {
         // allow standalone tools to use targetplatform modules, without needing Engine
         if ((!UEBuildConfiguration.bBuildRequiresCookedData
             && InModule.ToString() == "Engine"
             && UEBuildConfiguration.bBuildDeveloperTools)
             || UEBuildConfiguration.bForceBuildTargetPlatforms)
         {
             InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
         }
     }
 }
Пример #23
0
 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public virtual void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
 }
Пример #24
0
 /**
  *	Allow all registered build platforms to modify the newly created module
  *	passed in for the given platform.
  *	This is not required - but allows for hiding details of a particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  *	@param	Only			If this is not unknown, then only run that platform
  */
 public static void PlatformModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target, UnrealTargetPlatform Only = UnrealTargetPlatform.Unknown)
 {
     foreach (var PlatformEntry in BuildPlatformDictionary)
     {
         if (Only == UnrealTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
         {
             PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
         }
     }
 }
Пример #25
0
 /** Registers a module with this target. */
 public void RegisterModule(UEBuildModule Module)
 {
     Debug.Assert(Module.Target == this);
     Modules.Add(Module.Name, Module);
     ModuleCsMap.Add(Module.Name, Module.BuildCsFilename);
 }
Пример #26
0
 /// <summary>
 /// Adds a module to the binary.
 /// </summary>
 /// <param name="ModuleName">The module to add</param>
 public virtual void AddModule(UEBuildModule Module)
 {
 }
Пример #27
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *	
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
			if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }

                if (InModule.ToString() == "NetworkFile")
                {
                    if (EnableHTTPForNFS)
                    {   
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        if (Target.Architecture == "-win32")
                        {
                            InModule.AddPrivateDependencyModule("HTML5Win32");
                        }
                        else
                        {
                            InModule.AddPrivateDependencyModule("HTML5JS");
                        }
                    }
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac )
            {
				// allow standalone tools to use targetplatform modules, without needing Engine
				if ((!UEBuildConfiguration.bBuildRequiresCookedData
                    && InModule.ToString() == "Engine"
                    && UEBuildConfiguration.bBuildDeveloperTools)
                    || UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64  
                                         || Target.Platform == UnrealTargetPlatform.Mac)
                    )
                {
                    if (InModule.ToString() == "NetworkFile") // client
                    {
                        InModule.AddPrivateDependencyModule("HTTP");
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                    }
                    else if (InModule.ToString() == "NetworkFileSystem") // server 
                    {
                        if (UnrealBuildTool.RunningRocket() == false || 
                            Target.Type == TargetRules.TargetType.Game )
                        {
                            InModule.AddPrivateDependencyModule("WebSockets");
                            InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        }
                    }
                }
            }
        }
Пример #28
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win64)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
            // 							if (UEBuildConfiguration.bBuildDeveloperTools)
            // 							{
                        // 								InModule.AddPlatformSpecificDynamicallyLoadedModule("AT9AudioFormat");
                        // 								InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TextureFormat");
            // 							}
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("HTML5ShaderFormat");
                }
            }
        }
 public ModuleProcessingException(UEBuildModule Module, Exception InnerException) :
     base(string.Format("Exception thrown while processing dependent modules of {0}", Module.Name), InnerException)
 {
 }
Пример #30
0
		/** Registers a module with this target. */
		public void RegisterModule(UEBuildModule Module)
		{
			Debug.Assert(Module.Target == this);
			Modules.Add(Module.Name, Module);
			FlatModuleCsData.Add(Module.Name, new FlatModuleCsDataType(Module.BuildCsFilename));
		}
Пример #31
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if (Target.Platform == UnrealTargetPlatform.HTML5)
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/HTML5");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }

                if (InModule.ToString() == "NetworkFile")
                {
                    if (EnableHTTPForNFS)
                    {
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        if (Target.Architecture == "-win32")
                        {
                            InModule.AddPrivateDependencyModule("HTML5Win32");
                        }
                        else
                        {
                            InModule.AddPrivateDependencyModule("HTML5JS");
                        }
                    }
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Win32 || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Mac)
            {
                // allow standalone tools to use targetplatform modules, without needing Engine
                if ((!UEBuildConfiguration.bBuildRequiresCookedData &&
                     InModule.ToString() == "Engine" &&
                     UEBuildConfiguration.bBuildDeveloperTools) ||
                    UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("HTML5TargetPlatform");
                }

                if (EnableHTTPForNFS && (Target.Platform == UnrealTargetPlatform.Win64 ||
                                         Target.Platform == UnrealTargetPlatform.Mac)
                    )
                {
                    if (InModule.ToString() == "NetworkFile") // client
                    {
                        InModule.AddPrivateDependencyModule("HTTP");
                        InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                    }
                    else if (InModule.ToString() == "NetworkFileSystem") // server
                    {
                        if (UnrealBuildTool.RunningRocket() == false ||
                            Target.Type == TargetRules.TargetType.Game)
                        {
                            InModule.AddPrivateDependencyModule("WebSockets");
                            InModule.AddPublicDefinition("ENABLE_HTTP_FOR_NFS=1");
                        }
                    }
                }
            }
        }
Пример #32
0
		/// <summary>
		/// Adds a module to the binary.
		/// </summary>
		/// <param name="ModuleName">The module to add</param>
		public virtual void AddModule(UEBuildModule Module)
		{
		}
Пример #33
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.WinRT) ||
                (Target.Platform == UnrealTargetPlatform.WinRT_ARM))
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/WinRT");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }
                else if (InModule.ToString() == "Launch")
                {
                }
                else if (InModule.ToString() == "D3D11RHI")
                {
                    InModule.AddPublicDefinition("D3D11_CUSTOM_VIEWPORT_CONSTRUCTOR=1");
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/WinRT");
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "Sockets")
                {
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "PhysX")
                {
                    string PhysXDir = UEBuildConfiguration.UEThirdPartySourceDirectory + "PhysX/PhysX-3.3/";

                    InModule.AddPublicIncludePath("include/foundation/WinRT");
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(PhysXDir + "Lib/WinRT");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(PhysXDir + "Lib/WinRT/ARM");
                    }

                    if (Target.Configuration == UnrealTargetConfiguration.Debug)
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3DEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3ExtensionsDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CookingDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CommonDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3VehicleDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PxTaskDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDKDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDKDEBUG.lib");
                    }
                    else if (Target.Configuration == UnrealTargetConfiguration.Development)
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3PROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3ExtensionsPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CookingPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CommonPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3VehiclePROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PxTaskPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDKPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDKPROFILE.lib");
                    }
                    else // Test or Shipping
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Extensions.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Cooking.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Common.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Vehicle.lib");
                        InModule.AddPublicAdditionalLibrary("PxTask.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDK.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDK.lib");
                    }
                }
                else if (InModule.ToString() == "APEX")
                {
                    InModule.RemovePublicDefinition("APEX_STATICALLY_LINKED=0");
                    InModule.AddPublicDefinition("APEX_STATICALLY_LINKED=1");

                    string APEXDir = UEBuildConfiguration.UEThirdPartySourceDirectory + "PhysX/APEX-1.3/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(APEXDir + "lib/WinRT");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(APEXDir + "lib/WinRT/ARM");
                    }

                    if (Target.Configuration == UnrealTargetConfiguration.Debug)
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommonDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFrameworkDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("ApexSharedDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_DestructibleDEBUG.lib");
                    }
                    else if (Target.Configuration == UnrealTargetConfiguration.Development)
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommonPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFrameworkPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("ApexSharedPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_DestructiblePROFILE.lib");
                    }
                    else // Test or Shipping
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommon.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFramework.lib");
                        InModule.AddPublicAdditionalLibrary("ApexShared.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_Destructible.lib");
                    }
                }
                else if (InModule.ToString() == "FreeType2")
                {
                    string FreeType2Path = UEBuildConfiguration.UEThirdPartySourceDirectory + "FreeType2/FreeType2-2.4.12/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(FreeType2Path + "Lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(FreeType2Path + "Lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("freetype2412MT.lib");
                }
                else if (InModule.ToString() == "UElibPNG")
                {
                    string libPNGPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(libPNGPath + "/lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(libPNGPath + "/lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("libpng125.lib");
                }
                else if (InModule.ToString() == "DX11")
                {
                    // Clear out all the Windows include paths and libraries...
                    // The WinRTSDK module handles proper paths and libs for WinRT.
                    // However, the D3D11RHI module will include the DX11 module.
                    InModule.ClearPublicIncludePaths();
                    InModule.ClearPublicLibraryPaths();
                    InModule.ClearPublicAdditionalLibraries();
                    InModule.RemovePublicDefinition("WITH_D3DX_LIBS=1");
                    InModule.AddPublicDefinition("D3D11_WITH_DWMAPI=0");
                    InModule.AddPublicDefinition("WITH_D3DX_LIBS=0");
                    InModule.AddPublicDefinition("WITH_DX_PERF=0");
                    InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
                    InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
                }
                else if (InModule.ToString() == "XInput")
                {
                    InModule.AddPublicAdditionalLibrary("XInput.lib");
                }
                else if (InModule.ToString() == "XAudio2")
                {
                    InModule.AddPublicDefinition("XAUDIO_SUPPORTS_XMA2WAVEFORMATEX=0");
                    InModule.AddPublicDefinition("XAUDIO_SUPPORTS_DEVICE_DETAILS=0");
                    InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_MUSIC=0");
                    InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_SENDLIST=0");
                    InModule.AddPublicAdditionalLibrary("XAudio2.lib");
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "UEOgg")
                {
                    string OggPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Ogg/libogg-1.2.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(OggPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(OggPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libogg_static.lib");
                }
                else if (InModule.ToString() == "Vorbis")
                {
                    string VorbisPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Vorbis/libvorbis-1.3.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libvorbis_static.lib");
                }
                else if (InModule.ToString() == "VorbisFile")
                {
                    string VorbisPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Vorbis/libvorbis-1.3.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libvorbisfile_static.lib");
                }
                else if (InModule.ToString() == "DX11Audio")
                {
                    InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
                    InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
                }
                else if (InModule.ToString() == "zlib")
                {
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(UEBuildConfiguration.UEThirdPartySourceDirectory + "zlib/zlib-1.2.5/Lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(UEBuildConfiguration.UEThirdPartySourceDirectory + "zlib/zlib-1.2.5/Lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("zlib125.lib");
                }
            }
            else if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
//              bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
//              if (!UEBuildConfiguration.bBuildRequiresCookedData)
//              {
//                  if (InModule.ToString() == "Engine")
//                  {
//                      if (UEBuildConfiguration.bBuildDeveloperTools)
//                      {
                //                          InModule.AddPlatformSpecificDynamicallyLoadedModule("WinRTTargetPlatform");
//                      }
//                  }
//                  else if (InModule.ToString() == "TargetPlatform")
//                  {
//                      bBuildShaderFormats = true;
//                  }
//              }

//              // allow standalone tools to use targetplatform modules, without needing Engine
//              if (UEBuildConfiguration.bForceBuildTargetPlatforms)
//              {
                //                  InModule.AddPlatformSpecificDynamicallyLoadedModule("WinRTTargetPlatform");
//              }

//              if (bBuildShaderFormats)
//              {
                //                  InModule.AddPlatformSpecificDynamicallyLoadedModule("ShaderFormatWinRT");
//              }
            }
        }
Пример #34
0
		/// <summary>
		/// Adds a module to the binary.
		/// </summary>
		/// <param name="ModuleName">The module to add</param>
		public override void AddModule(UEBuildModule Module)
		{
			if (!Modules.Contains(Module))
			{
				Modules.Add(Module);
			}
		}
Пример #35
0
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.WinRT) ||
                (Target.Platform == UnrealTargetPlatform.WinRT_ARM))
            {
                if (InModule.ToString() == "Core")
                {
                    InModule.AddPublicIncludePath("Runtime/Core/Public/WinRT");
                    InModule.AddPublicDependencyModule("zlib");
                }
                else if (InModule.ToString() == "Engine")
                {
                    InModule.AddPrivateDependencyModule("zlib");
                    InModule.AddPrivateDependencyModule("UElibPNG");
                    InModule.AddPublicDependencyModule("UEOgg");
                    InModule.AddPublicDependencyModule("Vorbis");
                }
                else if (InModule.ToString() == "Launch")
                {
                }
                else if (InModule.ToString() == "D3D11RHI")
                {
                    InModule.AddPublicDefinition("D3D11_CUSTOM_VIEWPORT_CONSTRUCTOR=1");
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/WinRT");
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "Sockets")
                {
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "PhysX")
                {
                    string PhysXDir = UEBuildConfiguration.UEThirdPartySourceDirectory + "PhysX/PhysX-3.3/";

                    InModule.AddPublicIncludePath("include/foundation/WinRT");
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(PhysXDir + "Lib/WinRT");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(PhysXDir + "Lib/WinRT/ARM");
                    }

                    if (Target.Configuration == UnrealTargetConfiguration.Debug)
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3DEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3ExtensionsDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CookingDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CommonDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3VehicleDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PxTaskDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDKDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDKDEBUG.lib");
                    }
                    else if (Target.Configuration == UnrealTargetConfiguration.Development)
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3PROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3ExtensionsPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CookingPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3CommonPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3VehiclePROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PxTaskPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDKPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDKPROFILE.lib");
                    }
                    else // Test or Shipping
                    {
                        InModule.AddPublicAdditionalLibrary("PhysX3.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Extensions.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Cooking.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Common.lib");
                        InModule.AddPublicAdditionalLibrary("PhysX3Vehicle.lib");
                        InModule.AddPublicAdditionalLibrary("PxTask.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXVisualDebuggerSDK.lib");
                        InModule.AddPublicAdditionalLibrary("PhysXProfileSDK.lib");
                    }
                }
                else if (InModule.ToString() == "APEX")
                {
                    InModule.RemovePublicDefinition("APEX_STATICALLY_LINKED=0");
                    InModule.AddPublicDefinition("APEX_STATICALLY_LINKED=1");

                    string APEXDir = UEBuildConfiguration.UEThirdPartySourceDirectory + "PhysX/APEX-1.3/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(APEXDir + "lib/WinRT");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(APEXDir + "lib/WinRT/ARM");
                    }

                    if (Target.Configuration == UnrealTargetConfiguration.Debug)
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommonDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFrameworkDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("ApexSharedDEBUG.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_DestructibleDEBUG.lib");

                    }
                    else if (Target.Configuration == UnrealTargetConfiguration.Development)
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommonPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFrameworkPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("ApexSharedPROFILE.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_DestructiblePROFILE.lib");
                    }
                    else // Test or Shipping
                    {
                        InModule.AddPublicAdditionalLibrary("ApexCommon.lib");
                        InModule.AddPublicAdditionalLibrary("ApexFramework.lib");
                        InModule.AddPublicAdditionalLibrary("ApexShared.lib");
                        InModule.AddPublicAdditionalLibrary("APEX_Destructible.lib");
                    }
                }
                else if (InModule.ToString() == "FreeType2")
                {
                    string FreeType2Path = UEBuildConfiguration.UEThirdPartySourceDirectory + "FreeType2/FreeType2-2.4.12/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(FreeType2Path + "Lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(FreeType2Path + "Lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("freetype2412MT.lib");
                }
                else if (InModule.ToString() == "UElibPNG")
                {
                    string libPNGPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(libPNGPath + "/lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(libPNGPath + "/lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("libpng125.lib");
                }
                else if (InModule.ToString() == "DX11")
                {
                    // Clear out all the Windows include paths and libraries...
                    // The WinRTSDK module handles proper paths and libs for WinRT.
                    // However, the D3D11RHI module will include the DX11 module.
                    InModule.ClearPublicIncludePaths();
                    InModule.ClearPublicLibraryPaths();
                    InModule.ClearPublicAdditionalLibraries();
                    InModule.RemovePublicDefinition("WITH_D3DX_LIBS=1");
                    InModule.AddPublicDefinition("D3D11_WITH_DWMAPI=0");
                    InModule.AddPublicDefinition("WITH_D3DX_LIBS=0");
                    InModule.AddPublicDefinition("WITH_DX_PERF=0");
                    InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
                    InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
                }
                else if (InModule.ToString() == "XInput")
                {
                    InModule.AddPublicAdditionalLibrary("XInput.lib");
                }
                else if (InModule.ToString() == "XAudio2")
                {
                    InModule.AddPublicDefinition("XAUDIO_SUPPORTS_XMA2WAVEFORMATEX=0");
                    InModule.AddPublicDefinition("XAUDIO_SUPPORTS_DEVICE_DETAILS=0");
                    InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_MUSIC=0");
                    InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_SENDLIST=0");
                    InModule.AddPublicAdditionalLibrary("XAudio2.lib");
                    // Hack to enable AllowWindowsPlatformTypes.h/HideWindowsPlatformTypes.h
                    InModule.AddPublicIncludePath("Runtime/Core/Public/Windows");
                }
                else if (InModule.ToString() == "UEOgg")
                {
                    string OggPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Ogg/libogg-1.2.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(OggPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(OggPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libogg_static.lib");
                }
                else if (InModule.ToString() == "Vorbis")
                {
                    string VorbisPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Vorbis/libvorbis-1.3.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libvorbis_static.lib");
                }
                else if (InModule.ToString() == "VorbisFile")
                {
                    string VorbisPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Vorbis/libvorbis-1.3.2/";
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/x64/Release");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(VorbisPath + "WinRT/VS2012/WinRT/ARM/Release");
                    }
                    InModule.AddPublicAdditionalLibrary("libvorbisfile_static.lib");
                }
                else if (InModule.ToString() == "DX11Audio")
                {
                    InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
                    InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
                }
                else if (InModule.ToString() == "zlib")
                {
                    if (Target.Platform == UnrealTargetPlatform.WinRT)
                    {
                        InModule.AddPublicLibraryPath(UEBuildConfiguration.UEThirdPartySourceDirectory + "zlib/zlib-1.2.5/Lib/WinRT/Win64");
                    }
                    else
                    {
                        InModule.AddPublicLibraryPath(UEBuildConfiguration.UEThirdPartySourceDirectory + "zlib/zlib-1.2.5/Lib/WinRT/ARM");
                    }
                    InModule.AddPublicAdditionalLibrary("zlib125.lib");
                }
            }
            else if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
            //              bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
            // 				if (!UEBuildConfiguration.bBuildRequiresCookedData)
            // 				{
            // 					if (InModule.ToString() == "Engine")
            // 					{
            // 						if (UEBuildConfiguration.bBuildDeveloperTools)
            // 						{
                // 							InModule.AddPlatformSpecificDynamicallyLoadedModule("WinRTTargetPlatform");
            // 						}
            // 					}
            // 					else if (InModule.ToString() == "TargetPlatform")
            // 					{
            // 		                bBuildShaderFormats = true;
            // 					}
            // 				}

            // 				// allow standalone tools to use targetplatform modules, without needing Engine
            // 				if (UEBuildConfiguration.bForceBuildTargetPlatforms)
            // 				{
                // 					InModule.AddPlatformSpecificDynamicallyLoadedModule("WinRTTargetPlatform");
            // 				}

            //              if (bBuildShaderFormats)
            //              {
                //                  InModule.AddPlatformSpecificDynamicallyLoadedModule("ShaderFormatWinRT");
            //              }
            }
        }
Пример #36
0
        /// <summary>
        /// Checks whether the binary output paths are appropriate for the distribution
        /// level of its direct module dependencies
        /// </summary>
        public bool CheckRestrictedFolders(List <DirectoryReference> RootDirectories, Dictionary <UEBuildModule, Dictionary <RestrictedFolder, DirectoryReference> > ModuleRestrictedFolderCache)
        {
            // Find all the modules we depend on
            Dictionary <UEBuildModule, UEBuildModule> ModuleReferencedBy = new Dictionary <UEBuildModule, UEBuildModule>();

            FindModuleReferences(ModuleReferencedBy);

            // Loop through each of the output binaries and check them separately
            bool bResult = true;

            foreach (FileReference OutputFilePath in OutputFilePaths)
            {
                // Find the base directory for this binary
                DirectoryReference BaseDir = RootDirectories.FirstOrDefault(x => OutputFilePath.IsUnderDirectory(x));
                if (BaseDir == null)
                {
                    continue;
                }

                // Find the permitted restricted folder references under the base directory
                List <RestrictedFolder> BinaryFolders = RestrictedFolders.FindPermittedRestrictedFolderReferences(BaseDir, OutputFilePath.Directory);

                List <RestrictedFolder> AliasedBinaryFolders = new List <RestrictedFolder>();
                foreach (RestrictedFolder BinaryFolder in BinaryFolders)
                {
                    string Alias;
                    if (PrimaryModule.AliasRestrictedFolders.TryGetValue(BinaryFolder.ToString(), out Alias))
                    {
                        foreach (RestrictedFolder Folder in RestrictedFolder.GetValues())
                        {
                            if (Folder.ToString().Equals(Alias))
                            {
                                AliasedBinaryFolders.Add(Folder);
                            }
                        }
                    }
                }
                BinaryFolders.AddRange(AliasedBinaryFolders);

                // Check all the dependent modules
                foreach (UEBuildModule Module in ModuleReferencedBy.Keys)
                {
                    // Find the restricted folders for this module
                    Dictionary <RestrictedFolder, DirectoryReference> ModuleRestrictedFolders;
                    if (!ModuleRestrictedFolderCache.TryGetValue(Module, out ModuleRestrictedFolders))
                    {
                        ModuleRestrictedFolders = Module.FindRestrictedFolderReferences(RootDirectories);
                        ModuleRestrictedFolderCache.Add(Module, ModuleRestrictedFolders);
                    }

                    // Write errors for any missing paths in the output files
                    foreach (KeyValuePair <RestrictedFolder, DirectoryReference> Pair in ModuleRestrictedFolders)
                    {
                        if (!BinaryFolders.Contains(Pair.Key))
                        {
                            List <string> ReferenceChain = new List <string>();
                            for (UEBuildModule ReferencedModule = Module; ReferencedModule != null; ReferencedModule = ModuleReferencedBy[ReferencedModule])
                            {
                                ReferenceChain.Insert(0, ReferencedModule.Name);
                            }
                            Log.TraceError("Output binary \"{0}\" is not in a {1} folder, but references \"{2}\" via {3}.", OutputFilePath, Pair.Key.ToString(), Pair.Value, String.Join(" -> ", ReferenceChain));
                            bResult = false;
                        }
                    }
                }
            }
            return(bResult);
        }
		public ModuleProcessingException(UEBuildModule Module, Exception InnerException) :
			base(string.Format("Exception thrown while processing dependent modules of {0}", Module.Name), InnerException)
		{
		}
Пример #38
0
 public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
 {
     if ((Target.Platform == UnrealTargetPlatform.UWP))
     {
         if (InModule.ToString() == "Core")
         {
             InModule.AddPrivateDependencyModule("UWPSDK");
         }
         else if (InModule.ToString() == "Engine")
         {
             InModule.AddPrivateDependencyModule("zlib");
             InModule.AddPrivateDependencyModule("UElibPNG");
             InModule.AddPublicDependencyModule("UEOgg");
             InModule.AddPublicDependencyModule("Vorbis");
         }
         else if (InModule.ToString() == "D3D11RHI")
         {
             InModule.AddPublicDefinition("D3D11_WITH_DWMAPI=0");
             InModule.AddPublicDefinition("WITH_DX_PERF=0");
         }
         else if (InModule.ToString() == "DX11")
         {
             // Clear out all the Windows include paths and libraries...
             // The UWPSDK module handles proper paths and libs for UWP.
             // However, the D3D11RHI module will include the DX11 module.
             InModule.ClearPublicIncludePaths();
             InModule.ClearPublicLibraryPaths();
             InModule.ClearPublicAdditionalLibraries();
             InModule.RemovePublicDefinition("WITH_D3DX_LIBS=1");
             InModule.AddPublicDefinition("WITH_D3DX_LIBS=0");
             InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
             InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
         }
         else if (InModule.ToString() == "XAudio2")
         {
             InModule.AddPublicDefinition("XAUDIO_SUPPORTS_XMA2WAVEFORMATEX=0");
             InModule.AddPublicDefinition("XAUDIO_SUPPORTS_DEVICE_DETAILS=0");
             InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_MUSIC=0");
             InModule.AddPublicDefinition("XAUDIO2_SUPPORTS_SENDLIST=0");
             InModule.AddPublicAdditionalLibrary("XAudio2.lib");
         }
         else if (InModule.ToString() == "DX11Audio")
         {
             InModule.RemovePublicAdditionalLibrary("X3DAudio.lib");
             InModule.RemovePublicAdditionalLibrary("XAPOFX.lib");
         }
     }
 }
        /// <summary>
        /// Write a Module to a JSON writer. If array is empty, don't write anything
        /// </summary>
        /// <param name="BinaryOutputDir"></param>
        /// <param name="TargetOutputDir"></param>
        /// <param name="Writer">Writer for the array data</param>
        /// <param name="Module"></param>
        private static void ExportModule(UEBuildModule Module, DirectoryReference BinaryOutputDir, DirectoryReference TargetOutputDir, JsonWriter Writer)
        {
            Writer.WriteValue("Name", Module.Name);
            Writer.WriteValue("Directory", Module.ModuleDirectory.FullName);
            Writer.WriteValue("Rules", Module.RulesFile.FullName);
            Writer.WriteValue("PCHUsage", Module.Rules.PCHUsage.ToString());

            if (Module.Rules.PrivatePCHHeaderFile != null)
            {
                Writer.WriteValue("PrivatePCH", FileReference.Combine(Module.ModuleDirectory, Module.Rules.PrivatePCHHeaderFile).FullName);
            }

            if (Module.Rules.SharedPCHHeaderFile != null)
            {
                Writer.WriteValue("SharedPCH", FileReference.Combine(Module.ModuleDirectory, Module.Rules.SharedPCHHeaderFile).FullName);
            }

            ExportJsonModuleArray(Writer, "PublicDependencyModules", Module.PublicDependencyModules);
            ExportJsonModuleArray(Writer, "PublicIncludePathModules", Module.PublicIncludePathModules);
            ExportJsonModuleArray(Writer, "PrivateDependencyModules", Module.PrivateDependencyModules);
            ExportJsonModuleArray(Writer, "PrivateIncludePathModules", Module.PrivateIncludePathModules);
            ExportJsonModuleArray(Writer, "DynamicallyLoadedModules", Module.DynamicallyLoadedModules);

            ExportJsonStringArray(Writer, "PublicSystemIncludePaths", Module.PublicSystemIncludePaths.Select(x => x.FullName));
            ExportJsonStringArray(Writer, "PublicIncludePaths", Module.PublicIncludePaths.Select(x => x.FullName));

            ExportJsonStringArray(Writer, "LegacyPublicIncludePaths", Module.LegacyPublicIncludePaths.Select(x => x.FullName));

            ExportJsonStringArray(Writer, "PrivateIncludePaths", Module.PrivateIncludePaths.Select(x => x.FullName));
            ExportJsonStringArray(Writer, "PublicLibraryPaths", Module.PublicSystemLibraryPaths.Select(x => x.FullName));
            ExportJsonStringArray(Writer, "PublicAdditionalLibraries", Module.PublicSystemLibraries.Concat(Module.PublicAdditionalLibraries));
            ExportJsonStringArray(Writer, "PublicFrameworks", Module.PublicFrameworks);
            ExportJsonStringArray(Writer, "PublicWeakFrameworks", Module.PublicWeakFrameworks);
            ExportJsonStringArray(Writer, "PublicDelayLoadDLLs", Module.PublicDelayLoadDLLs);
            ExportJsonStringArray(Writer, "PublicDefinitions", Module.PublicDefinitions);
            ExportJsonStringArray(Writer, "PrivateDefinitions", Module.Rules.PrivateDefinitions);
            ExportJsonStringArray(Writer, "ProjectDefinitions", /* TODO: Add method ShouldAddProjectDefinitions */ !Module.Rules.bTreatAsEngineModule ? Module.Rules.Target.ProjectDefinitions : new string[0]);
            ExportJsonStringArray(Writer, "ApiDefinitions", Module.GetEmptyApiMacros());
            Writer.WriteValue("ShouldAddLegacyPublicIncludePaths", Module.Rules.bLegacyPublicIncludePaths);

            if (Module.Rules.CircularlyReferencedDependentModules.Any())
            {
                Writer.WriteArrayStart("CircularlyReferencedModules");
                foreach (string ModuleName in Module.Rules.CircularlyReferencedDependentModules)
                {
                    Writer.WriteValue(ModuleName);
                }
                Writer.WriteArrayEnd();
            }

            if (Module.Rules.RuntimeDependencies.Inner.Any())
            {
                // We don't use info from RuntimeDependencies for code analyzes (at the moment)
                // So we're OK with skipping some values if they are not presented
                Writer.WriteArrayStart("RuntimeDependencies");
                foreach (ModuleRules.RuntimeDependency RuntimeDependency in Module.Rules.RuntimeDependencies.Inner)
                {
                    Writer.WriteObjectStart();

                    try
                    {
                        Writer.WriteValue("Path",
                                          Module.ExpandPathVariables(RuntimeDependency.Path, BinaryOutputDir, TargetOutputDir));
                    }
                    catch (BuildException buildException)
                    {
                        Log.TraceVerbose("Value {0} for module {1} will not be stored. Reason: {2}", "Path", Module.Name, buildException);
                    }

                    if (RuntimeDependency.SourcePath != null)
                    {
                        try
                        {
                            Writer.WriteValue("SourcePath",
                                              Module.ExpandPathVariables(RuntimeDependency.SourcePath, BinaryOutputDir,
                                                                         TargetOutputDir));
                        }
                        catch (BuildException buildException)
                        {
                            Log.TraceVerbose("Value {0} for module {1} will not be stored. Reason: {2}", "SourcePath", Module.Name, buildException);
                        }
                    }

                    Writer.WriteValue("Type", RuntimeDependency.Type.ToString());

                    Writer.WriteObjectEnd();
                }
                Writer.WriteArrayEnd();
            }
        }
Пример #40
-1
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
            //                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                            // @todo es31: Put this back in for ES31 support
                            // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                            // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
            //                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_GL4TargetPlatform");
                    // @todo es31: Put this back in for ES31 support
                    // ES31 code is in, but it's not fully supported in UE4 4.5, so for now we need to disable the targetplatform as it will confuse people greatly
                    // InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ES31TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Пример #41
-1
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform");
					InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");

//#todo-rco: Remove when public
					{
						string VulkanSDKPath = Environment.GetEnvironmentVariable("VulkanSDK");
						if (!String.IsNullOrEmpty(VulkanSDKPath))
						{
							InModule.AddDynamicallyLoadedModule("VulkanShaderFormat");
						}
					}
				}

                if (InModule.ToString() == "D3D11RHI")
                {
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows");
                }

				if (InModule.ToString() == "D3D12RHI")
				{
					// To enable platform specific D3D12 RHI Types
					InModule.AddPrivateIncludePath("Runtime/Windows/D3D12RHI/Private/Windows");
				}
			}
        }
Пример #42
-1
        /**
         *	Modify the newly created module passed in for this platform.
         *	This is not required - but allows for hiding details of a
         *	particular platform.
         *
         *	@param	InModule		The newly loaded module
         *	@param	Target			The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("LinuxServerTargetPlatform");
                }
            }
            else if (Target.Platform == UnrealTargetPlatform.Linux)
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("LinuxTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("LinuxServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    // InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
            }
        }
Пример #43
-1
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "UnrealEd")
                    {
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidPlatformEditor");
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                        InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
                        InModule.AddDynamicallyLoadedModule("TextureFormatDXT");
                        InModule.AddPlatformSpecificDynamicallyLoadedModule("TextureFormatAndroid");    // ATITC, ETC1 and ETC2
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            //InModule.AddDynamicallyLoadedModule("AudioFormatADPCM");	//@todo android: android audio
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("AndroidTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_PVRTCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ATCTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_DXTTargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC1TargetPlatform");
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("Android_ETC2TargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    //InModule.AddDynamicallyLoadedModule("ShaderFormatAndroid");		//@todo android: ShaderFormatAndroid
                }
            }
        }
Пример #44
-1
        /**
         *     Modify the newly created module passed in for this platform.
         *     This is not required - but allows for hiding details of a
         *     particular platform.
         *     
         *     @param InModule             The newly loaded module
         *     @param GameName             The game being build
         *     @param Target               The target being build
         */
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;
                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "Engine")
                    {
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                        }
                    }
                    else if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
						InModule.AddDynamicallyLoadedModule("TextureFormatPVR");
						InModule.AddDynamicallyLoadedModule("TextureFormatASTC");
                        if (UEBuildConfiguration.bBuildDeveloperTools)
                        {
                            InModule.AddPlatformSpecificDynamicallyLoadedModule("AudioFormatADPCM");
                        }
                    }
                }

                // allow standalone tools to use targetplatform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("IOSTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddPlatformSpecificDynamicallyLoadedModule("MetalShaderFormat");
                }
            }
        }
Пример #45
-1
        public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (UEBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }

                if (InModule.ToString() == "D3D11RHI")
                {
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows");
                }
            }
        }
Пример #46
-1
		public override void ModifyNewlyLoadedModule(UEBuildModule InModule, TargetInfo Target)
		{
			if (Target.Platform == UnrealTargetPlatform.Mac)
			{
                bool bBuildShaderFormats = UEBuildConfiguration.bForceBuildShaderFormats;

                if (!UEBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

				// allow standalone tools to use target platform modules, without needing Engine
				if (UEBuildConfiguration.bForceBuildTargetPlatforms)
				{
					InModule.AddDynamicallyLoadedModule("MacTargetPlatform");
					InModule.AddDynamicallyLoadedModule("MacNoEditorTargetPlatform");
					InModule.AddDynamicallyLoadedModule("MacClientTargetPlatform");
					InModule.AddDynamicallyLoadedModule("MacServerTargetPlatform");
					InModule.AddDynamicallyLoadedModule("AllDesktopTargetPlatform");
				}

                if (bBuildShaderFormats)
                {
					// InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }
			}
		}