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