Files
FlaxEngine/Source/Tools/Flax.Build/Build/EngineTarget.cs
2025-06-11 18:17:19 -05:00

233 lines
10 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.IO;
using Flax.Build.Graph;
using Flax.Build.NativeCpp;
namespace Flax.Build
{
/// <summary>
/// The build target that builds the engine (eg. as game player or editor).
/// </summary>
/// <seealso cref="Flax.Build.ProjectTarget" />
public class EngineTarget : ProjectTarget
{
private static Version _engineVersion;
/// <summary>
/// Name of the native engine library.
/// </summary>
public const string LibraryName = "FlaxEngine";
/// <summary>
/// Gets the engine project.
/// </summary>
public static ProjectInfo EngineProject => ProjectInfo.Load(Path.Combine(Globals.EngineRoot, "Flax.flaxproj"));
/// <summary>
/// Gets the engine version.
/// </summary>
public static Version EngineVersion
{
get
{
if (_engineVersion == null)
{
_engineVersion = EngineProject.Version;
Log.Verbose(string.Format("Engine build version: {0}", _engineVersion));
}
return _engineVersion;
}
}
/// <summary>
/// Adds the version defines for the preprocessor (eg. FLAX_1_6_OR_NEWER).
/// </summary>
/// <param name="defines">Output list.</param>
public static void AddVersionDefines(ICollection<string> defines)
{
var engineVersion = EngineVersion;
defines.Add(string.Format("FLAX_{0}", engineVersion.Major));
defines.Add(string.Format("FLAX_{0}_{1}", engineVersion.Major, engineVersion.Minor));
for (int minor = 1; minor <= engineVersion.Minor; minor++)
defines.Add(string.Format("FLAX_{0}_{1}_OR_NEWER", engineVersion.Major, minor));
}
/// <summary>
/// True if target is built as monolithic executable with Main module inside, otherwise built as shared library with separate executable made of Main module only.
/// </summary>
/// <remarks>Some platforms might not support modular build and enforce monolithic executable. See <see cref="Platform.HasModularBuildSupport"/></remarks>
public bool IsMonolithicExecutable = true;
/// <inheritdoc />
public override void Init()
{
base.Init();
// Merge all modules from engine source into a single executable and single C# library
LinkType = TargetLinkType.Monolithic;
Modules.Add("Main");
Modules.Add("Engine");
Win32ResourceFile = Path.Combine(Globals.EngineRoot, "Source", "FlaxEngine.rc");
}
/// <inheritdoc />
public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType)
{
var asLib = UseSeparateMainExecutable(options) || BuildAsLibrary(options);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (outputType == null && asLib)
{
// Build into shared library
outputType = TargetOutputType.Library;
}
// Override output name to shared library name when building library for the separate main executable
var outputName = OutputName;
if (asLib && (outputType ?? OutputType) == TargetOutputType.Library)
OutputName = LibraryName;
var result = base.GetOutputFilePath(options, outputType);
OutputName = outputName;
return result;
}
/// <inheritdoc />
public override void SetupTargetEnvironment(BuildOptions options)
{
base.SetupTargetEnvironment(options);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSeparateMainExecutable(options) || BuildAsLibrary(options))
{
// Build into shared library
options.LinkEnv.Output = LinkerOutput.SharedLibrary;
}
}
/// <inheritdoc />
public override void PreBuild(TaskGraph graph, BuildOptions buildOptions)
{
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSeparateMainExecutable(buildOptions))
{
// Don't link Main module into shared library
Modules.Remove("Main");
}
base.PreBuild(graph, buildOptions);
}
/// <inheritdoc />
public override void PostBuild(TaskGraph graph, BuildOptions buildOptions)
{
base.PostBuild(graph, buildOptions);
// If building engine executable for platform doesn't support referencing it when linking game shared libraries
if (UseSeparateMainExecutable(buildOptions))
{
// Build additional executable with Main module only that uses shared library
using (new ProfileEventScope("BuildExecutable"))
{
BuildMainExecutable(graph, buildOptions);
}
// Restore state from PreBuild
Modules.Add("Main");
}
}
/// <summary>
/// Returns true if this build target should use separate (aka main-only) executable file and separate runtime (in shared library). Used on platforms that don't support linking again executable file but only shared library (see HasExecutableFileReferenceSupport).
/// </summary>
public virtual bool UseSeparateMainExecutable(BuildOptions buildOptions)
{
if (OutputType == TargetOutputType.Executable && !Configuration.BuildBindingsOnly)
{
if (buildOptions.Platform.Target == TargetPlatform.Android)
return false;
if (!buildOptions.Platform.HasModularBuildSupport)
return false;
return !IsMonolithicExecutable || (!buildOptions.Platform.HasExecutableFileReferenceSupport && UseSymbolsExports);
}
return false;
}
private bool BuildAsLibrary(BuildOptions buildOptions)
{
switch (buildOptions.Platform.Target)
{
case TargetPlatform.UWP: return true;
default: return false;
}
}
private void BuildMainExecutable(TaskGraph graph, BuildOptions buildOptions)
{
if (IsPreBuilt)
return;
var outputPath = Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.Executable));
var exeBuildOptions = Builder.GetBuildOptions(this, buildOptions.Platform, buildOptions.Toolchain, buildOptions.Architecture, buildOptions.Configuration, buildOptions.WorkingDirectory);
exeBuildOptions.LinkEnv.Output = LinkerOutput.Executable;
var rules = Builder.GenerateRulesAssembly();
var buildData = new Builder.BuildData
{
Rules = rules,
Target = this,
Graph = graph,
TargetOptions = exeBuildOptions,
Platform = buildOptions.Platform,
Toolchain = buildOptions.Toolchain,
Architecture = buildOptions.Architecture,
Configuration = buildOptions.Configuration,
};
// Build Main module
var mainModule = rules.GetModule("Main");
var mainModuleOutputPath = Path.Combine(exeBuildOptions.IntermediateFolder, mainModule.Name);
if (!Directory.Exists(mainModuleOutputPath))
Directory.CreateDirectory(mainModuleOutputPath);
var mainModuleOptions = new BuildOptions
{
Target = this,
Platform = buildOptions.Platform,
Toolchain = buildOptions.Toolchain,
Architecture = buildOptions.Architecture,
Configuration = buildOptions.Configuration,
CompileEnv = (CompileEnvironment)exeBuildOptions.CompileEnv.Clone(),
LinkEnv = (LinkEnvironment)exeBuildOptions.LinkEnv.Clone(),
IntermediateFolder = mainModuleOutputPath,
OutputFolder = mainModuleOutputPath,
WorkingDirectory = exeBuildOptions.WorkingDirectory,
HotReloadPostfix = exeBuildOptions.HotReloadPostfix,
Flags = exeBuildOptions.Flags,
};
mainModuleOptions.SourcePaths.Add(mainModule.FolderPath);
mainModule.Setup(mainModuleOptions);
mainModuleOptions.MergeSourcePathsIntoSourceFiles();
mainModuleOptions.CompileEnv.PrecompiledHeaderUsage = PrecompiledHeaderFileUsage.None;
mainModuleOptions.CompileEnv.PreprocessorDefinitions.Add("FLAXENGINE_API=" + buildOptions.Toolchain.DllImport);
Builder.BuildModuleInner(buildData, mainModule, mainModuleOptions, false);
// Link executable
var engineLibraryType = LinkerOutput.SharedLibrary;
if (buildOptions.Toolchain?.Compiler == TargetCompiler.MSVC)
engineLibraryType = LinkerOutput.ImportLibrary; // MSVC links DLL against import library
exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(LibraryName, engineLibraryType)));
exeBuildOptions.LinkEnv.InputFiles.AddRange(mainModuleOptions.OutputFiles);
exeBuildOptions.DependencyFiles.AddRange(mainModuleOptions.DependencyFiles);
exeBuildOptions.NugetPackageReferences.AddRange(mainModuleOptions.NugetPackageReferences);
exeBuildOptions.OptionalDependencyFiles.AddRange(mainModuleOptions.OptionalDependencyFiles);
exeBuildOptions.Libraries.AddRange(mainModuleOptions.Libraries);
exeBuildOptions.DelayLoadLibraries.AddRange(mainModuleOptions.DelayLoadLibraries);
exeBuildOptions.ScriptingAPI.Add(mainModuleOptions.ScriptingAPI);
exeBuildOptions.ExternalModules.AddRange(mainModuleOptions.ExternalModules);
buildOptions.Toolchain.LinkFiles(graph, exeBuildOptions, outputPath);
}
}
}