2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2019-11-26 17:28:51 -05:00
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using UnrealBuildTool;
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2021-04-29 19:32:06 -04:00
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using System.IO;
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using System;
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2019-11-26 17:28:51 -05:00
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public class AVEncoder : ModuleRules
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{
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public AVEncoder(ReadOnlyTargetRules Target) : base(Target)
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{
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2021-04-29 19:32:06 -04:00
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// Without these two compilation fails on VS2017 with D8049: command line is too long to fit in debug record.
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bLegacyPublicIncludePaths = false;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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2019-11-26 17:28:51 -05:00
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2021-04-29 19:32:06 -04:00
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// PCHUsage = PCHUsageMode.NoPCHs;
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// PrecompileForTargets = PrecompileTargetsType.None;
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PublicIncludePaths.AddRange(new string[] {
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// ... add public include paths required here ...
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});
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PrivateIncludePaths.AddRange(new string[] {
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// ... add other private include paths required here ...
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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2019-11-26 17:28:51 -05:00
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"Engine",
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2021-04-29 19:32:06 -04:00
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"nvEncode"
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// "Amf" // TODO waiting on cross platform Amf encoder
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});
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PublicDependencyModuleNames.AddRange(new string[] {
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"RenderCore",
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"Core",
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"RHI"
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// ... add other public dependencies that you statically link with here ...
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});
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DynamicallyLoadedModuleNames.AddRange(new string[] {
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// ... add any modules that your module loads dynamically here ...
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2019-11-26 17:28:51 -05:00
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});
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2021-01-31 15:09:58 -04:00
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if (Target.Platform == UnrealTargetPlatform.Win64)
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2019-11-26 17:28:51 -05:00
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{
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2021-04-29 19:32:06 -04:00
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// d3d to be able to use NVENC
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PublicSystemLibraries.AddRange(new string[] {
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"dxgi.lib",
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"d3d11.lib",
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"d3d12.lib",
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"mfplat.lib",
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"mfuuid.lib"
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});
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2019-11-26 17:28:51 -05:00
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}
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2021-04-29 19:32:06 -04:00
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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PrivateDependencyModuleNames.Add("CUDA");
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}
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// TEMPORARY: set this to zero for all platforms until CUDA TPS review clears
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PublicDefinitions.Add("WITH_CUDA=0");
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2019-11-26 17:28:51 -05:00
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}
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}
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