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C# CPPEnvironment.ShouldUsePCHs方法代码示例

本文整理汇总了C#中UnrealBuildTool.CPPEnvironment.ShouldUsePCHs方法的典型用法代码示例。如果您正苦于以下问题:C# CPPEnvironment.ShouldUsePCHs方法的具体用法?C# CPPEnvironment.ShouldUsePCHs怎么用?C# CPPEnvironment.ShouldUsePCHs使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnrealBuildTool.CPPEnvironment的用法示例。


在下文中一共展示了CPPEnvironment.ShouldUsePCHs方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GenerateUnityCPPs

        /// <summary>
        /// Given a set of C++ files, generates another set of C++ files that #include all the original
        /// files, the goal being to compile the same code in fewer translation units.
        /// The "unity" files are written to the CompileEnvironment's OutputDirectory.
        /// </summary>
        /// <param name="CPPFiles">The C++ files to #include.</param>
        /// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
        /// <param name="BaseName">Base name to use for the Unity files</param>
        /// <returns>The "unity" C++ files.</returns>
        public static List<FileItem> GenerateUnityCPPs(
			List<FileItem> CPPFiles, 
			CPPEnvironment CompileEnvironment,
			string BaseName
			)
        {
            UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.TargetPlatform);

            // Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
            long TotalBytesInCPPFiles = 0;
            foreach( FileItem CPPFile in CPPFiles )
            {
                TotalBytesInCPPFiles += CPPFile.Info.Length;
            }

            // We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
            // is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X
            // this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
            bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity;
            if( (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2)
            // Optimization only makes sense if PCH files are enabled.
            &&	CompileEnvironment.ShouldUsePCHs() )
            {
                bForceIntoSingleUnityFile = true;
            }

            // Figure out how many unity files there are going to be total.
            int NumUnityFiles = 0;
            int InputFileIndex = 0;
            while (InputFileIndex < CPPFiles.Count)
            {
                long NumIncludedBytesInThisOutputFile = 0;
                //@warning: this condition is mirrored below
                while(	InputFileIndex < CPPFiles.Count &&
                        (bForceIntoSingleUnityFile ||
                        NumIncludedBytesInThisOutputFile < BuildConfiguration.NumIncludedBytesPerUnityCPP))
                {
                    bool ForceAlone = CPPFiles[InputFileIndex].AbsolutePath.Contains(".GeneratedWrapper.");
                    if (ForceAlone && !bForceIntoSingleUnityFile && NumIncludedBytesInThisOutputFile > 0)
                    {
                        break;
                    }
                    NumIncludedBytesInThisOutputFile += CPPFiles[InputFileIndex].Info.Length;
                    InputFileIndex++;
                    if (ForceAlone && !bForceIntoSingleUnityFile)
                    {
                        break;
                    }
                }
                NumUnityFiles++;
            }

            // Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding
            // actions to compile them.
            InputFileIndex = 0;
            int CurrentUnityFileCount = 1;
            List<FileItem> UnityCPPFiles = new List<FileItem>();
            var ToolChain = UEToolChain.GetPlatformToolChain(CompileEnvironment.Config.TargetPlatform);

            string PCHHeaderNameInCode = CPPFiles[0].PCHHeaderNameInCode;
            if( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null )
            {
                PCHHeaderNameInCode = ToolChain.ConvertPath( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename );

                // Generated unity .cpp files always include the PCH using an absolute path, so we need to update
                // our compile environment's PCH header name to use this instead of the text it pulled from the original
                // C++ source files
                CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
            }

            while (InputFileIndex < CPPFiles.Count)
            {
                StringWriter OutputUnityCPPWriter = new StringWriter();
                StringWriter OutputUnityCPPWriterExtra = null;
                // add an extra file for UBT to get the #include dependencies from
                if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
                {
                    OutputUnityCPPWriterExtra = new StringWriter();
                }

                OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");

                // Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
                // that was used to create the PCH.
                if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
                {
                    OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
                    if (OutputUnityCPPWriterExtra != null)
                    {
                        OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
                    }
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:Unity.cs

示例2: GenerateUnityCPPs

		/// <summary>
		/// Given a set of C++ files, generates another set of C++ files that #include all the original
		/// files, the goal being to compile the same code in fewer translation units.
		/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
		/// </summary>
		/// <param name="Target">The target we're building</param>
		/// <param name="CPPFiles">The C++ files to #include.</param>
		/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
		/// <param name="BaseName">Base name to use for the Unity files</param>
		/// <returns>The "unity" C++ files.</returns>
		public static List<FileItem> GenerateUnityCPPs(
			UEBuildTarget Target,
			List<FileItem> CPPFiles, 
			CPPEnvironment CompileEnvironment,
			string BaseName
			)
		{
			var ToolChain = UEToolChain.GetPlatformToolChain(CompileEnvironment.Config.Target.Platform);

			var BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);

			// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
			long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);

			// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
			// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X 
			// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.
			//
			// Optimization only makes sense if PCH files are enabled.
			bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity || (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2 && CompileEnvironment.ShouldUsePCHs());

			// Build the list of unity files.
			List<FileCollection> AllUnityFiles;
			{
				var CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : BuildConfiguration.NumIncludedBytesPerUnityCPP);
				foreach( var CPPFile in CPPFiles )
				{
					if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.Contains(".GeneratedWrapper."))
					{
						CPPUnityFileBuilder.EndCurrentUnityFile();
						CPPUnityFileBuilder.AddFile(CPPFile);
						CPPUnityFileBuilder.EndCurrentUnityFile();
					}
					else
					{
						CPPUnityFileBuilder.AddFile(CPPFile);
					}

					// Now that the CPPFile is part of this unity file, we will no longer need to treat it like a root level prerequisite for our
					// dependency cache, as it is now an "indirect include" from the unity file.  We'll clear out the compile environment
					// attached to this file.  This prevents us from having to cache all of the indirect includes from these files inside our
					// dependency cache, which speeds up iterative builds a lot!
					CPPFile.CachedCPPIncludeInfo = null;
				}
				AllUnityFiles = CPPUnityFileBuilder.GetUnityFiles();
			}

			//THIS CHANGE WAS MADE TO FIX THE BUILD IN OUR BRANCH
			//DO NOT MERGE THIS BACK TO MAIN
			string PCHHeaderNameInCode = CPPFiles.Count > 0 ? CPPFiles[0].PCHHeaderNameInCode : "";
			if( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null )
			{
				PCHHeaderNameInCode = ToolChain.ConvertPath( CompileEnvironment.Config.PrecompiledHeaderIncludeFilename );

				// Generated unity .cpp files always include the PCH using an absolute path, so we need to update
				// our compile environment's PCH header name to use this instead of the text it pulled from the original
				// C++ source files
				CompileEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
			}

			// Create a set of CPP files that combine smaller CPP files into larger compilation units, along with the corresponding 
			// actions to compile them.
			int CurrentUnityFileCount = 0;
			var UnityCPPFiles         = new List<FileItem>();
			foreach( var UnityFile in AllUnityFiles )
			{
				++CurrentUnityFileCount;

				StringWriter OutputUnityCPPWriter      = new StringWriter();
				StringWriter OutputUnityCPPWriterExtra = null;

				// add an extra file for UBT to get the #include dependencies from
				if (BuildPlatform.RequiresExtraUnityCPPWriter() == true)
				{
					OutputUnityCPPWriterExtra = new StringWriter();
				}
				
				OutputUnityCPPWriter.WriteLine("// This file is automatically generated at compile-time to include some subset of the user-created cpp files.");

				// Explicitly include the precompiled header first, since Visual C++ expects the first top-level #include to be the header file
				// that was used to create the PCH.
				if (CompileEnvironment.Config.PrecompiledHeaderIncludeFilename != null)
				{
					OutputUnityCPPWriter.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
					if (OutputUnityCPPWriterExtra != null)
					{
						OutputUnityCPPWriterExtra.WriteLine("#include \"{0}\"", PCHHeaderNameInCode);
					}
				}

//.........这里部分代码省略.........
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:101,代码来源:Unity.cs

示例3: GenerateUnityCPPs

		/// <summary>
		/// Given a set of C++ files, generates another set of C++ files that #include all the original
		/// files, the goal being to compile the same code in fewer translation units.
		/// The "unity" files are written to the CompileEnvironment's OutputDirectory.
		/// </summary>
		/// <param name="Target">The target we're building</param>
		/// <param name="CPPFiles">The C++ files to #include.</param>
		/// <param name="CompileEnvironment">The environment that is used to compile the C++ files.</param>
		/// <param name="BaseName">Base name to use for the Unity files</param>
		/// <returns>The "unity" C++ files.</returns>
		public static List<FileItem> GenerateUnityCPPs(
			UEToolChain ToolChain,
			UEBuildTarget Target,
			List<FileItem> CPPFiles,
			CPPEnvironment CompileEnvironment,
			string BaseName
			)
		{
			List<FileItem> NewCPPFiles = new List<FileItem>();

			UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);

			// Figure out size of all input files combined. We use this to determine whether to use larger unity threshold or not.
			long TotalBytesInCPPFiles = CPPFiles.Sum(F => F.Info.Length);

			// We have an increased threshold for unity file size if, and only if, all files fit into the same unity file. This
			// is beneficial when dealing with PCH files. The default PCH creation limit is X unity files so if we generate < X 
			// this could be fairly slow and we'd rather bump the limit a bit to group them all into the same unity file.


			// When enabled, UnrealBuildTool will try to determine source files that you are actively iteratively changing, and break those files
			// out of their unity blobs so that you can compile them as individual translation units, much faster than recompiling the entire
			// unity blob each time.
			bool bUseAdaptiveUnityBuild = BuildConfiguration.bUseAdaptiveUnityBuild && !BuildConfiguration.bStressTestUnity;

			// Optimization only makes sense if PCH files are enabled.
			bool bForceIntoSingleUnityFile = BuildConfiguration.bStressTestUnity || (TotalBytesInCPPFiles < BuildConfiguration.NumIncludedBytesPerUnityCPP * 2 && CompileEnvironment.ShouldUsePCHs());

			// Build the list of unity files.
			List<FileCollection> AllUnityFiles;
			{
				// Sort the incoming file paths alphabetically, so there will be consistency in unity blobs across multiple machines.
				// Note that we're relying on this not only sorting files within each directory, but also the directories
				// themselves, so the whole list of file paths is the same across computers.
				List<FileItem> SortedCPPFiles = CPPFiles.GetRange(0, CPPFiles.Count);
				{
					// Case-insensitive file path compare, because you never know what is going on with local file systems
					Comparison<FileItem> FileItemComparer = (FileA, FileB) => { return FileA.AbsolutePath.ToLowerInvariant().CompareTo(FileB.AbsolutePath.ToLowerInvariant()); };
					SortedCPPFiles.Sort(FileItemComparer);
				}


				// Figure out whether we REALLY want to use adaptive unity for this module.  If nearly every file in the module appears in the working
				// set, we'll just go ahead and let unity build do its thing.
				if (bUseAdaptiveUnityBuild)
				{
					int CandidateWorkingSetSourceFileCount = 0;
					int WorkingSetSourceFileCount = 0;
					foreach (FileItem CPPFile in SortedCPPFiles)
					{
						// Don't include writable source files into unity blobs
						if (!CPPFile.Reference.IsUnderDirectory(Target.EngineIntermediateDirectory) &&
							!CPPFile.Reference.IsUnderDirectory(Target.ProjectIntermediateDirectory))
						{
							++CandidateWorkingSetSourceFileCount;

							if (UnrealBuildTool.ShouldSourceFileBePartOfWorkingSet(CPPFile.AbsolutePath))
							{
								++WorkingSetSourceFileCount;

								// Mark this file as part of the working set.  This will be saved into the UBT Makefile so that
								// the assembler can automatically invalidate the Makefile when the working set changes (allowing this
								// code to run again, to build up new unity blobs.)
								SourceFileWorkingSet.Add(CPPFile);
							}
						}
					}

					if (WorkingSetSourceFileCount >= CandidateWorkingSetSourceFileCount)
					{
						// Every single file in the module appears in the working set, so don't bother using adaptive unity for this
						// module.  Otherwise it would make full builds really slow.
						bUseAdaptiveUnityBuild = false;
					}
				}

				UnityFileBuilder CPPUnityFileBuilder = new UnityFileBuilder(bForceIntoSingleUnityFile ? -1 : BuildConfiguration.NumIncludedBytesPerUnityCPP);
				StringBuilder AdaptiveUnityBuildInfoString = new StringBuilder();
				foreach (FileItem CPPFile in SortedCPPFiles)
				{
					if (!bForceIntoSingleUnityFile && CPPFile.AbsolutePath.IndexOf(".GeneratedWrapper.", StringComparison.InvariantCultureIgnoreCase) != -1)
					{
						NewCPPFiles.Add(CPPFile);
					}

					// When adaptive unity is enabled, go ahead and exclude any source files that we're actively working with
					if (bUseAdaptiveUnityBuild && SourceFileWorkingSet.Contains(CPPFile))
					{
						// Just compile this file normally, not as part of the unity blob
						NewCPPFiles.Add(CPPFile);
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:Unity.cs


注:本文中的UnrealBuildTool.CPPEnvironment.ShouldUsePCHs方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。