82 lines
3.2 KiB
C#
82 lines
3.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using UnrealBuildTool;
|
|
|
|
[SupportedPlatforms(UnrealPlatformClass.Editor)]
|
|
public class ShaderCompileWorkerTarget : TargetRules
|
|
{
|
|
public ShaderCompileWorkerTarget(TargetInfo Target) : base(Target)
|
|
{
|
|
Type = TargetType.Program;
|
|
LinkType = TargetLinkType.Modular;
|
|
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
|
BuildEnvironment = TargetBuildEnvironment.UniqueIfNeeded;
|
|
|
|
LaunchModuleName = "ShaderCompileWorker";
|
|
|
|
if (bUseXGEController && (Target.Platform == UnrealTargetPlatform.Win64) && Configuration == UnrealTargetConfiguration.Development)
|
|
{
|
|
foreach (UnrealArch Arch in Target.Architectures.Architectures)
|
|
{
|
|
string ArchName = Arch.bIsX64 ? "" : Arch.ToString();
|
|
|
|
// The interception interface in XGE requires that the parent and child processes have different filenames on disk.
|
|
// To avoid building an entire separate worker just for this, we duplicate the ShaderCompileWorker in a post build step.
|
|
string SrcPath = "$(BinaryDir)\\$(TargetName)" + ArchName + ".exe";
|
|
string DestPath = "$(BinaryDir)\\XGEControlWorker" + ArchName + ".exe";
|
|
|
|
PostBuildSteps.Add(string.Format("echo Copying {0} to {1}", SrcPath, DestPath));
|
|
PostBuildSteps.Add(string.Format("copy /Y /B \"{0}\" /B \"{1}\" >nul:", SrcPath, DestPath));
|
|
|
|
AdditionalBuildProducts.Add(DestPath);
|
|
}
|
|
}
|
|
|
|
// Turn off various third party features we don't need
|
|
|
|
// Currently we force Lean and Mean mode
|
|
bBuildDeveloperTools = false;
|
|
|
|
// ShaderCompileWorker isn't localized, so doesn't need ICU
|
|
bCompileICU = false;
|
|
|
|
// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
|
|
bCompileAgainstEngine = false;
|
|
bCompileAgainstCoreUObject = false;
|
|
bBuildWithEditorOnlyData = true;
|
|
bCompileCEF3 = false;
|
|
|
|
// Force all shader formats to be built and included.
|
|
bForceBuildShaderFormats = true;
|
|
|
|
// ShaderCompileWorker is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
|
|
bIsBuildingConsoleApplication = true;
|
|
|
|
// Disable logging, as the workers are spawned often and logging will just slow them down
|
|
GlobalDefinitions.Add("ALLOW_LOG_FILE=0");
|
|
|
|
// Allow logging everything to memory so we can decide to dump everything to file when SCW crashed.
|
|
// This still requires the commandline argument -LogToMemory, so the shader compiling manager can decide to enable/disable it at runtime.
|
|
bLoggingToMemoryEnabled = true;
|
|
bUseLoggingInShipping = true;
|
|
|
|
// Linking against wer.lib/wer.dll causes XGE to bail when the worker is run on a Windows 8 machine, so turn this off.
|
|
GlobalDefinitions.Add("ALLOW_WINDOWS_ERROR_REPORT_LIB=0");
|
|
|
|
// Disable external profiling in ShaderCompiler to improve startup time
|
|
GlobalDefinitions.Add("UE_EXTERNAL_PROFILING_ENABLED=0");
|
|
|
|
// This removes another thread being created even when -nocrashreports is specified
|
|
GlobalDefinitions.Add("NOINITCRASHREPORTER=1");
|
|
|
|
if (bShaderCompilerWorkerTrace)
|
|
{
|
|
GlobalDefinitions.Add("LLM_ENABLED_IN_CONFIG=1");
|
|
GlobalDefinitions.Add("UE_MEMORY_TAGS_TRACE_ENABLED=1");
|
|
bEnableTrace = true;
|
|
}
|
|
}
|
|
}
|