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23.9 kB
| <BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../../../Engine/Build/Graph/Schema.xsd" > | |
| <!-- TODO NDarnell Add documentation --> | |
| <!-- "-Target=BuildAndTestInternalExtended Lyra" --> | |
| <!-- Project Info --> | |
| <!-- @TODO: Can we derive these somehow instead of hardcoding them? Will be an issue when turned into a launcher sample. --> | |
| <Property Name="ProjectName" Value="Lyra" /> | |
| <Property Name="ProjectPath" Value="Samples/Games/Lyra" /> | |
| <Option Name="TargetName" DefaultValue="LyraGame" Restrict="LyraGame|LyraGameEOS|LyraGameSteam|LyraGameSteamEOS" Description="The project target configuration we're building, like if we're building Lyra with EOS (Epic Online Services) compiled in." /> | |
| <Property Name="Versioned" Value="$(IsBuildMachine)" /> | |
| <Property Name="PublishHashedStagingData" Value="$(IsBuildMachine)" /> | |
| <Property Name="IncludeEpicWebHelperInToolCompile" Value="true" /> | |
| <Option Name="UploadArtifactId" DefaultValue="" Description="ID of the artifact to chunked and uploaded. Upload is ignored if no ID is specified." /> | |
| <Option Name="UploadTargetPlatform" DefaultValue="" Description="Platform build to upload, i.e. Win64" /> | |
| <Option Name="UploadConfiguration" DefaultValue="" Description="Configuration to upload, if applicable." /> | |
| <Option Name="UploadLaunchArgs" DefaultValue="" Description="Arguments to be passed when launching the uploaded app."/> | |
| <Option Name="SkipUpdateAuditCollections" DefaultValue="false" Description="Whether to skip updating the audit collections (showing which files got cooked)" /> | |
| <Option Name="SymbolServerPath" DefaultValue="" Description="A shared symbols server for your office, debugging shipped builds."/> | |
| <Option Name="RunAllCookTests" DefaultValue="false" Description="To run all cook tests"/> | |
| <Option Name="RunCookOnTheFlyTest" DefaultValue="$(RunAllCookTests)" Description="To run cook on the fly test"/> | |
| <Option Name="RunCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run cook by the book test"/> | |
| <Option Name="RunFastCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run fast cook by the book test"/> | |
| <Option Name="RunColdCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run cold cook by the book test"/> | |
| <Option Name="RunCookByTheBookCacheSettingsTest" DefaultValue="$(RunAllCookTests)" Description="To run cook by the book test with changed Data Cache Settings"/> | |
| <Option Name="RunUnversionedCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run unversioned cook by the book test"/> | |
| <Option Name="RunIterativeCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run iterative cook by the book test without launching a client, no map needed"/> | |
| <Option Name="RunInterruptedCookByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run interrupted cook by the book test without launching a client, no map needed"/> | |
| <Option Name="RunCookSinglePackageByTheBookTest" DefaultValue="$(RunAllCookTests)" Description="To run the cook by the book test with cooksinglepackagenorefs parameter, it is required to specify a map name and the WorldPartitionMap parameter if a map is WorldPartition"/> | |
| <Option Name="RunProjectTests" DefaultValue="false" Description="To run all tests under the Project Group"/> | |
| <Option Name="SourceBuildVersion" DefaultValue="" Description="The source build version for diffing"/> | |
| <!-- Turn off defaults so we can set out own --> | |
| <Property Name="WithBATDefaults" Value="false" /> | |
| <!-- Set defaults for people running this script with no arguments. These can still be overriden with -set:TargetPlatforms= etc) --> | |
| <Property Name="DefaultEditorPlatforms" Value="Win64" /> | |
| <Property Name="DefaultTargetPlatforms" Value="Win64"/> | |
| <Property Name="DefaultTargetConfigurations" Value="Development" /> | |
| <Property Name="DefaultEditorTestList" Value="" /> | |
| <Property Name="DefaultTargetTestList" Value="" /> | |
| <Property Name="NetworkTempRootOverride" Value="" /> | |
| <Property Name="NetworkPublishRootOverride" Value="" /> | |
| <Property Name="NetworkReportRootOverride" Value="" /> | |
| <Property Name="WithInterchangeWorker" Value="true" /> | |
| <!-- If a build machine, turn off all defaults. Settings should be specified via the website UI --> | |
| <Do If="$(IsBuildMachine)"> | |
| <Property Name="DefaultEditorPlatforms" Value="" /> | |
| <Property Name="DefaultTargetPlatforms" Value=""/> | |
| <Property Name="DefaultTargetConfigurations" Value="" /> | |
| <Property Name="DefaultEditorTestList" Value="" /> | |
| <Property Name="DefaultTargetTestList" Value="" /> | |
| </Do> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.CookOnTheFly(Map=L_Expanse)" If="$(RunCookOnTheFlyTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.CookByTheBook(Map=L_Expanse)" If="$(RunCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.FastCookByTheBook(Map=L_Expanse)" If="$(RunFastCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.ColdCookByTheBook(Map=L_Expanse)" If="$(RunColdCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.CookByTheBookCacheSettings(Map=L_Expanse)" If="$(RunCookByTheBookCacheSettingsTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.UnversionedCookByTheBook(Map=L_Expanse)" If="$(RunUnversionedCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.IterativeCookByTheBook" If="$(RunIterativeCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.InterruptedCookByTheBook" If="$(RunInterruptedCookByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.CookSinglePackageByTheBook(Map=L_Expanse, WorldPartitionMap)" If="$(RunCookSinglePackageByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.CookSinglePackageByTheBook(Map=L_ShooterGym)" If="$(RunCookSinglePackageByTheBookTest)" /> | |
| <Property Name="DefaultTargetTestList" Value="$(DefaultTargetTestList)+UE.TargetAutomation(RunTest=Group:Project)" If="$(RunProjectTests)" /> | |
| <Property Name="DefaultEditorTestList" Value="$(DefaultEditorTestList)+UE.EditorAutomation(RunTest=Group:Project)" If="$(RunProjectTests)" /> | |
| <Property Name="ExtraStageAndPackageArguments" Value="-target="$(TargetName)" -compressed -CrashReporter" /> | |
| <!-- Property Name="CheckBuildSizePlatforms" Value="Android:425000" /--> | |
| <!-- =============================================================================== --> | |
| <!-- Setup --> | |
| <!-- =============================================================================== --> | |
| <!-- Configure specific AutomatedPerfTest runs --> | |
| <Include Script="../../../../Engine/Plugins/Performance/AutomatedPerfTesting/Build/Inc/AutomatedPerfTestProjectSettings.xml" /> | |
| <Do If="'$(ReplayName)' == ''"> | |
| <Property Name="ReplayName" Value="$(RootDir)/Samples/Games/Lyra/Build/Replays/LyraSample.replay" /> | |
| </Do> | |
| <!-- Common Setting Overrides --> | |
| <Property Name="GauntletSettingsFile" Value="$(RootDir)/Samples/Games/Lyra/Build/GauntletSettings.xml" /> | |
| <!-- This will declare an aggregate called BuildAndTest Lyra --> | |
| <Include Script="../../../../Engine/Build/Graph/Tasks/BuildAndTestProject.xml" /> | |
| <!-- Add BuildAndTest project target node as the base requirement. We append items to BuildAndTestExtendedRequirements, that need to be performed. --> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="BuildAndTest $(ProjectName)" /> | |
| <!-- =============================================================================== --> | |
| <!-- CONTENT VALIDATION --> | |
| <!-- =============================================================================== --> | |
| <Do If="ContainsItem('$(RequiredEditorPlatforms)', 'Win64', '+')"> | |
| <Agent Name="$(ProjectName) Content Validation" Type="Win64"> | |
| <Node Name="$(ProjectName) Content Validation" Requires="$(PreNodeName)Compile Editor Win64"> | |
| <Property Name="RefExtensionsTypelist" Value=".uasset,.umap,.cpp,.c,.h,.inl,.ini,.uproject,.uplugin,.json"/> | |
| <Property Name="CLArgs" Value="-CL=$(Change) -LastGoodContentCLPath=$(NetworkOutputDirectory)/AutoTest/LastGoodContentCL"/> | |
| <Property Name="CLArgs" Value="-CL=$(PreflightChange) -shelved -SkipPrevCLFileExport" If="$(IsPreflight)" /> | |
| <Property Name="CLArgs" Value="-opened" If="!$(IsBuildMachine)" /> | |
| <Property Name="CheckAssetReferencesArgs" Value="-Branch=$(Branch) $(CLArgs) -ExtTypeList="$(RefExtensionsTypelist)" -MaxPackagesToLoad=3000" /> | |
| <Command Name="LyraContentValidation" Arguments="$(CheckAssetReferencesArgs)"/> | |
| </Node> | |
| <Label Category="Test" Name="Content Validation" Requires="$(ProjectName) Content Validation" /> | |
| </Agent> | |
| <Do If="!$(SkipTest)"> | |
| <!-- Append Content Validation to the list of things to do --> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(ProjectName) Content Validation"/> | |
| </Do> | |
| </Do> | |
| <!-- =============================================================================== --> | |
| <!-- LOCALIZATION --> | |
| <!-- =============================================================================== --> | |
| <Option Name="SkipLocalization" DefaultValue="false" Description="Should we skip performing a localization gather?"/> | |
| <Do If="!$(SkipLocalization) and ContainsItem('$(RequiredEditorPlatforms)', 'Win64', '+')"> | |
| <Property Name="ProjectsIncludedInLocalization" Value="Game,EngineOverrides"/> | |
| <!-- This an example setup for using either XLoc or Crowdin providers to localize your game. --> | |
| <!-- XLoc Example --> | |
| <Option Name="XLoc_Server" DefaultValue="" Description="XLoc Server"/> | |
| <Option Name="XLoc_APIKey" DefaultValue="" Description="XLoc API Key"/> | |
| <Option Name="XLoc_APISecret" DefaultValue="" Description="XLoc API Secret"/> | |
| <Option Name="XLoc_LocalizationId" DefaultValue="" Description="XLoc LocalizationId"/> | |
| <Option Name="XLoc_AgentType" DefaultValue="Loc;Win64" Description="XLoc Agent Type"/> | |
| <Do If="'$(XLoc_Server)' != '' And '$(XLoc_APIKey)' != '' And '$(XLoc_APISecret)' != '' And '$(XLoc_LocalizationId)' != ''"> | |
| <Agent Name="Localization" Type="$(XLoc_AgentType)"> | |
| <Node Name="$(ProjectName) Localize" Requires="$(PreNodeName)Compile Editor Win64"> | |
| <Command Name="Localize" Arguments="-LocalizationProvider=XLoc_Sample -UEProjectDirectory=$(ProjectPath) -UEProjectName=$(ProjectName) -LocalizationProjectNames=$(ProjectsIncludedInLocalization) -LocalizationBranch="$(EscapedBranch)" -Server="$(XLoc_Server)" -APIKey="$(XLoc_APIKey)" -APISecret="$(XLoc_APISecret)" -LocalizationId="$(XLoc_LocalizationId)"" /> | |
| </Node> | |
| </Agent> | |
| <!-- Append Localize to the list of things to do. --> | |
| <Label Category="Localize" Name="Localize" Requires="$(ProjectName) Localize" /> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(ProjectName) Localize"/> | |
| </Do> | |
| <!-- Smartling Example --> | |
| <Option Name="Smartling_ProjectId" DefaultValue="" Description="Smartling ProjectId"/> | |
| <Option Name="Smartling_UserId" DefaultValue="" Description="Smartling User Id"/> | |
| <Option Name="Smartling_APISecret" DefaultValue="" Description="Smartling API Secret"/> | |
| <Do If="'$(Smartling_ProjectId)' != '' And '$(Smartling_UserId)' != '' And '$(Smartling_APISecret)' != ''"> | |
| <Agent Name="Localization" Type="$(XLoc_AgentType)"> | |
| <Node Name="$(ProjectName) Localize" Requires="$(PreNodeName)Compile Editor Win64"> | |
| <Command Name="Localize" Arguments="-LocalizationProvider=Smartling_Sample -UEProjectDirectory=$(ProjectPath) -UEProjectName=$(ProjectName) -LocalizationProjectNames=$(ProjectsIncludedInLocalization) -LocalizationBranch="$(EscapedBranch)" -SmartlingProjectId="$(Smartling_ProjectId)" -SmartlingUserId="$(Smartling_UserId)" -SmartlingAPISecret="$(Smartling_APISecret)"" /> | |
| </Node> | |
| </Agent> | |
| <!-- Append Localize to the list of things to do. --> | |
| <Label Category="Localize" Name="Localize" Requires="$(ProjectName) Localize" /> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(ProjectName) Localize"/> | |
| </Do> | |
| <!-- Crowdin Example --> | |
| <Option Name="Crowdin_ProjectId" DefaultValue="" Description="Crowdin ProjectId"/> | |
| <Option Name="Crowdin_AccessToken" DefaultValue="" Description="Crowdin AccessToken"/> | |
| <Do If="'$(Crowdin_ProjectId)' != '' And '$(Crowdin_AccessToken)' != ''"> | |
| <Agent Name="Localization" Type="$(XLoc_AgentType)"> | |
| <Node Name="$(ProjectName) Localize" Requires="$(PreNodeName)Compile Editor Win64"> | |
| <Command Name="Localize" Arguments="-LocalizationProvider=Crowdin_Sample -UEProjectDirectory=$(ProjectPath) -UEProjectName=$(ProjectName) -LocalizationProjectNames=$(ProjectsIncludedInLocalization) -LocalizationBranch="$(EscapedBranch)" -ProjectId="$(Crowdin_ProjectId)" -AccessToken="$(Crowdin_AccessToken)"" /> | |
| </Node> | |
| </Agent> | |
| <!-- Append Localize to the list of things to do. --> | |
| <Label Category="Localize" Name="Localize" Requires="$(ProjectName) Localize" /> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(ProjectName) Localize"/> | |
| </Do> | |
| </Do> | |
| <!-- =============================================================================== --> | |
| <!-- UPDATE ASSET AUDIT COLLECTIONS --> | |
| <!-- =============================================================================== --> | |
| <Do If="!$(SkipUpdateAuditCollections) and ContainsItem('$(TargetPlatforms)', 'Win64', '+')"> | |
| <Agent Name="UpdateAuditCollections" Type="Win64"> | |
| <Node Name="$(ProjectName) UpdateAuditCollections" After="$(PreNodeName)Stage Win64" Produces="#AuditInCookCollection"> | |
| <Property Name="UpdateAuditCollectionsArgs" Value="" /> | |
| <Copy Files="Manifest_UFSFiles_Win64.txt" From="$(NetworkOutputDirectory)/Windows/Staged" To="$(RootDir)/Engine/Programs/AutomationTool/Saved"/> | |
| <Command Name="Lyra_UpdateAuditCollections" Arguments="$(UpdateAuditCollectionsArgs)"/> | |
| <Tag Files="$(RootDir)/$(ProjectPath)/Content/Collections/Audit_InCook.collection" With="#AuditInCookCollection"/> | |
| </Node> | |
| <Label Category="Clients" Name="UpdateAuditCollections" Requires="$(ProjectName) UpdateAuditCollections"/> | |
| </Agent> | |
| <!-- Append Update Audit Collections to the list of things to do --> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(ProjectName) UpdateAuditCollections"/> | |
| </Do> | |
| <!-- =============================================================================== --> | |
| <!-- DEPLOY TO EPIC GAME STORE --> | |
| <!-- =============================================================================== --> | |
| <Option Name="EpicGameStore_BuildPackageTool_Credentials_Path" DefaultValue="" Description="Epic Games Store's Build Package File Credentials File Path"/> | |
| <Do If="'$(UploadArtifactId)' != '' And '$(EpicGameStore_BuildPackageTool_Credentials_Path)' != ''"> | |
| <Warning If="!Exists('$(EpicGameStore_BuildPackageTool_Credentials_Path)')" Message="EpicGameStore BuildPackageTool Credentials File Not Found!" /> | |
| <Warning If="UploadTargetPlatform == ''" Message="You did not specify the 'UploadTargetPlatform' for the deploying to the Epic Game Store." /> | |
| <!-- Declare the property, for some reason I have to do it outside the agent? --> | |
| <Property Name="UploadNodeName" Value="" /> | |
| <Agent Name="Upload $(TargetName)" Type="Win64"> | |
| <Property Name="PublishNodeName" Value="$(PreNodeName)Publish Staged $(UploadTargetPlatform)" /> | |
| <Property Name="PublishNodeName" Value="$(PublishNodeName) (Horde)" If="$(Horde)"/> | |
| <!-- Set UploadPlatform since it isn't always the same as the target --> | |
| <Property Name="UploadPlatform" Value="$(UploadTargetPlatform)" /> | |
| <Property Name="UploadPlatform" Value="Windows" If="'$(UploadTargetPlatform)' == 'Win64'"/> | |
| <Property Name="UploadNodeName" Value="$(ProjectName) Upload $(TargetName) $(UploadTargetPlatform)" /> | |
| <Node Name="$(UploadNodeName)" Requires="$(PublishNodeName)"> | |
| <Property Name="ConfigurationSuffix" Value="" /> | |
| <Property Name="ConfigurationSuffix" Value="-$(UploadTargetPlatform)-$(UploadConfiguration)" If="'$(UploadConfiguration)' != 'Development' and '$(UploadConfiguration)' != ''" /> | |
| <Property Name="Launch" Value="$(ProjectName)/Binaries/$(UploadTargetPlatform)/$(TargetName)$(ConfigurationSuffix).exe"/> | |
| <!-- Copy published files to local agent and tag them for upload --> | |
| <Switch> | |
| <Case If="$(Horde)"> | |
| <RetrieveArtifact Name="$(ProjectName)-Staged-$(UploadPlatform)" Type="staged-build" OutputDir="$(ProjectOutputDirectory)/$(UploadPlatform)" /> | |
| </Case> | |
| <Default> | |
| <Copy From="$(NetworkOutputDirectory)/$(UploadPlatform)/Staged/..." To="$(ProjectOutputDirectory)/$(UploadPlatform)/..." /> | |
| </Default> | |
| </Switch> | |
| <Tag Files="$(ProjectOutputDirectory)/$(UploadPlatform)/..." Except="*.pdb" With="#MainGameFiles"/> | |
| <Tag Files="$(ProjectOutputDirectory)/$(UploadPlatform)/..." Filter="*.pdb" With="#MainGameSymbols"/> | |
| <Delete Files="#MainGameSymbols"/> | |
| <Property Name="BuildRoot" Value="$(ProjectOutputDirectory)/$(UploadPlatform)"/> | |
| <Property Name="CloudDir" Value="$(ProjectOutputDirectory)/CloudDir/$(UploadPlatform)"/> | |
| <Property Name="AppLaunch" Value="$(Launch)"/> | |
| <Property Name="AppArgs" Value="-installed -GpuPreference=0"/> | |
| <Property Name="FileAttributeList" Value=""/> | |
| <Property Name="FileIgnoreList" Value=""/> | |
| <Property Name="Label" Value="Live"/> | |
| <Property Name="Platform" Value="Windows"/> | |
| <Property Name="CommandLineFile" Value="$(EpicGameStore_BuildPackageTool_Credentials_Path)"/> | |
| <Command Name="DeployToEpicGameStore" Arguments="-ArtifactId="$(UploadArtifactId)" -BuildRoot="$(BuildRoot)" -CloudDir="$(CloudDir)" -BuildVersion="$(BuildVersion)" -AppLaunch="$(AppLaunch)" -AppArgs="$(AppArgs)" -FileAttributeList="$(FileAttributeList)" -FileIgnoreList="$(FileIgnoreList)" -Label="$(Label)" -Platform="$(Platform)" -CommandLineFile="$(CommandLineFile)"" /> | |
| </Node> | |
| <Label Category="Clients" Name="Publish To Store" Requires="$(UploadNodeName)" /> | |
| </Agent> | |
| <!-- Just upload? --> | |
| <!-- TODO, should we just move these inside the agent? --> | |
| <Aggregate Name="BuildAndTestWithUpload $(ProjectName)" Requires="BuildAndTest $(ProjectName);$(UploadNodeName)" /> | |
| <Label Category="Upload" Name="Upload $(UploadTargetPlatform)" Requires="$(UploadNodeName)" /> | |
| <Property Name="BuildAndTestExtendedRequirements" Value="$(BuildAndTestExtendedRequirements);$(UploadNodeName)" If="'$(UploadNodeName)' != ''"/> | |
| </Do> | |
| <!-- =============================================================================== --> | |
| <!-- =============================================================================== --> | |
| <!-- Finally this defines the actual aggregated build command that will run all the requirements. --> | |
| <Aggregate Name="BuildAndTestExtended $(ProjectName)" Requires="$(BuildAndTestExtendedRequirements)" /> | |
| <!-- =============================================================================== --> | |
| <!-- PGO BUILDS --> | |
| <!-- =============================================================================== --> | |
| <Include Script="$(RootDir)/Engine/Build/Graph/Tasks/PGOProfileProject.xml" /> | |
| <!-- Create simple PGO nodes for all supported platforms --> | |
| <!-- --> | |
| <!-- Example: generate PGO training data for Win64 & check it in to Perforce --> | |
| <!-- RunUAT BuildGraph -script="Samples\Games\Lyra\Build\LyraTests.xml" -target="Lyra PGO Profile Replay Win64" -set:TargetConfigurations=Shipping -set:WithWin64=true -set:PGOAutoSubmitResults=true --> | |
| <!-- --> | |
| <!-- Example: generate PGO optimization data, then build a PGO optimized Win64 build --> | |
| <!-- RunUAT BuildGraph -script="Samples\Games\Lyra\Build\LyraTests.xml" -target="Lyra PGO Optimize Win64" -set:TargetConfigurations=Shipping -set:WithWin64=true --> | |
| <!-- --> | |
| <!-- Note: PGO is only supported on Test and Shipping configurations --> | |
| <ForEach Name="Platform" Values="$(AllPGOPlatforms)" If="ContainsItem('$(TargetConfigurations)','Test','+') or ContainsItem('$(TargetConfigurations)','Shipping','+')"> | |
| <!-- Set the folder for the local build. Based on StagedPlatformFolder from BuildAndTestProject.xml --> | |
| <Property Name="StagedPlatformFolder" Value="$(Platform)"/> | |
| <Property Name="StagedPlatformFolder" Value="Windows" If="'$(Platform)'=='Win64'"/> | |
| <Property Name="StagedPlatformFolder" Value="$(StagedPlatformFolder)_ETC2" If="'$(Platform)' == 'Android'"/> | |
| <Property Name="StagedPlatformFolder" Value="$(StagedPlatformFolder)Client" If="'$(TargetType)' == 'Client'" /> | |
| <!-- Declare a PGO Profiling node that is dependent on a staged build (as defined in BuildAndTestProject.xml). This will also check in updated PGO training data if $(PGOAutoSubmitResults) is true. --> | |
| <!-- e.g. "Lyra PGO Profile Replay Win64" --> | |
| <!-- Note that depending on your project and build farm needs this may not be the most efficient approach. Instead of depending on a staged build (which causes it to be recooked if necessary), you may wish to point to a previously-archived build from the same CL --> | |
| <Expand Name="BasicReplayPGOProfile" | |
| Platform="$(Platform)" | |
| Configuration="$(TargetConfigurations)" | |
| LocalReplay="$(ProjectPath)/Build/Replays/PGO.replay" | |
| LocalStagingDir="$(ProjectPath)/LocalBuilds/PGO/$(StagedPlatformFolder)" | |
| Build="$(ProjectPath)/Saved/StagedBuilds/$(StagedPlatformFolder)" | |
| BuildRequires="$(PreNodeName)Stage $(Platform)" | |
| CompileArgs="$(GenericCompileArguments) $(ExtraTargetCompileArguments)" | |
| /> | |
| <!-- Declare a PGO Optimization node which regenerates the PGO training data first. --> | |
| <!-- e.g. "Lyra PGO Optimize Win64" --> | |
| <!-- Note that depending on your project and build farm needs this may not be the most efficient approach. PGO Profiling does not have to occur as frequently as PGO Optimization --> | |
| <Property Name="HostAgentType" Value="Win64" /> | |
| <Property Name="HostAgentType" Value="Mac" If="'$(Platform)' == 'Mac' or '$(Platform)' == 'IOS' or '$(Platform)' == 'tvOS'"/> | |
| <Property Name="HostAgentType" Value="Linux" If="'$(Platform)' == 'Linux'"/> | |
| <Agent Name="PGO Optimize Agent $(Platform)" Type="$(HostAgentType)"> | |
| <Node Name="$(ProjectName) PGO Optimize $(Platform)" Requires="$(PreNodeName)PGO Profile Replay $(Platform)"> | |
| <ForEach Name="Configuration" Values="$(TargetConfigurations)" Separator="+"> | |
| <Compile Target="$(TargetName)" Platform="$(Platform)" Configuration="$(Configuration)" Arguments="$(PGOOptimizeCompileArgs$(Platform)) -BuildVersion="$(BuildVersion)" $(GenericCompileArguments) $(ExtraTargetCompileArguments)" Tag="#PGO Optimized Binaries $(Platform)"/> | |
| </ForEach> | |
| </Node> | |
| </Agent> | |
| </ForEach> | |
| </BuildGraph> | |