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authorCristian Adam <cristian.adam@gmail.com>2019-07-29 17:44:55 +0200
committerCristian Adam <cristian.adam@gmail.com>2019-08-29 16:45:42 +0200
commit8dfeb5d278625c55be1cc82399d29c0305ee4438 (patch)
tree0367c00df079b5a9c1f2370f49cc525e7f532b14 /Source/cmVisualStudio10TargetGenerator.cxx
parent7114c141e27532df709fcae1266bb4ce9b6e850c (diff)
downloadcmake-8dfeb5d278625c55be1cc82399d29c0305ee4438.tar.gz
Unity build: Add support for Visual Studio generator
It works as expected in Visual Studio. Visual Studio 2017 will (partially) benefit from the build in support for unity builds. The custom unity sources are used, because the build in support doesn't allow batching of certain number of files. It can do only batching by directory.
Diffstat (limited to 'Source/cmVisualStudio10TargetGenerator.cxx')
-rw-r--r--Source/cmVisualStudio10TargetGenerator.cxx51
1 files changed, 51 insertions, 0 deletions
diff --git a/Source/cmVisualStudio10TargetGenerator.cxx b/Source/cmVisualStudio10TargetGenerator.cxx
index b4f05c7ed0..08ad1c0cd8 100644
--- a/Source/cmVisualStudio10TargetGenerator.cxx
+++ b/Source/cmVisualStudio10TargetGenerator.cxx
@@ -250,6 +250,7 @@ cmVisualStudio10TargetGenerator::cmVisualStudio10TargetGenerator(
this->InSourceBuild = (this->Makefile->GetCurrentSourceDirectory() ==
this->Makefile->GetCurrentBinaryDirectory());
+ this->LocalGenerator->AddUnityBuild(target, "");
this->LocalGenerator->AddPchDependencies(target, "");
}
@@ -2049,6 +2050,17 @@ void cmVisualStudio10TargetGenerator::WriteAllSources(Elem& e0)
if (this->GeneratorTarget->GetType() > cmStateEnums::UTILITY) {
return;
}
+
+ const bool haveUnityBuild =
+ this->GeneratorTarget->GetPropertyAsBool("UNITY_BUILD");
+
+ if (haveUnityBuild &&
+ this->GlobalGenerator->GetVersion() >=
+ cmGlobalVisualStudioGenerator::VS15) {
+ Elem e1(e0, "PropertyGroup");
+ e1.Element("EnableUnitySupport", "true");
+ }
+
Elem e1(e0, "ItemGroup");
e1.SetHasElements();
@@ -2147,6 +2159,45 @@ void cmVisualStudio10TargetGenerator::WriteAllSources(Elem& e0)
Elem e2(e1, tool);
this->WriteSource(e2, si.Source);
+
+ bool useNativeUnityBuild = false;
+ if (haveUnityBuild &&
+ this->GlobalGenerator->GetVersion() >=
+ cmGlobalVisualStudioGenerator::VS15) {
+ // Magic value taken from cmGlobalVisualStudioVersionedGenerator.cxx
+ static const std::string vs15 = "141";
+ std::string toolset =
+ this->GlobalGenerator->GetPlatformToolsetString();
+ cmSystemTools::ReplaceString(toolset, "v", "");
+
+ if (toolset.empty() ||
+ cmSystemTools::VersionCompareGreaterEq(toolset, vs15)) {
+ useNativeUnityBuild = true;
+ }
+ }
+
+ if (haveUnityBuild && strcmp(tool, "ClCompile") == 0 &&
+ si.Source->GetProperty("UNITY_SOURCE_FILE")) {
+ if (useNativeUnityBuild) {
+ e2.Attribute(
+ "IncludeInUnityFile",
+ si.Source->GetPropertyAsBool("SKIP_UNITY_BUILD_INCLUSION")
+ ? "false"
+ : "true");
+ e2.Attribute("CustomUnityFile", "true");
+
+ std::string unityDir = cmSystemTools::GetFilenamePath(
+ si.Source->GetProperty("UNITY_SOURCE_FILE"));
+ e2.Attribute("UnityFilesDirectory", unityDir);
+ } else {
+ // Visual Studio versions prior to 2017 do not know about unity
+ // builds, thus we exclude the files alredy part of unity sources.
+ if (!si.Source->GetPropertyAsBool("SKIP_UNITY_BUILD_INCLUSION")) {
+ exclude_configs = si.Configs;
+ }
+ }
+ }
+
if (si.Kind == cmGeneratorTarget::SourceKindObjectSource) {
this->OutputSourceSpecificFlags(e2, si.Source);
}