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UnrealEngineUWP/Engine/Source/Programs/CrossCompilerTool/CrossCompilerTool.Build.cs

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class CrossCompilerTool : ModuleRules
{
public CrossCompilerTool(TargetInfo Target)
{
PublicIncludePaths.Add("Runtime/Launch/Public");
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
PrivateIncludePaths.Add("Developer/Apple/MetalShaderFormat/Private"); // For Metal includes
PrivateIncludePaths.Add("Developer/ShaderFormatOpenGL/Private"); // For GLSL includes
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
PrivateIncludePaths.Add("Developer/ShaderCompilerCommon/Private"); // For Lexer includes
PrivateDependencyModuleNames.AddRange(new string []
{
"Core",
"Projects",
"ShaderCompilerCommon",
"MetalShaderFormat",
"ShaderFormatOpenGL",
"ShaderPreprocessor",
//@todo-rco: Remove me!
"ShaderCore",
});
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2828332 on 2016/01/14 by Matthew.Griffin Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc. Change 2828335 on 2016/01/14 by Matthew.Griffin Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now. Change 2831365 on 2016/01/16 by Ben.Marsh Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size. Change 2832166 on 2016/01/18 by Ben.Marsh Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions. Change 2835725 on 2016/01/20 by Matthew.Griffin Removed more uses of RunningRocket functions Switch Linux staging check to see if required files exist until switched to using receipts Always stage CrashReporter for Linux Mac and Linux will not use Compile Lean And Mean when generating project files Allow normal DynamicCompilation check to occur in binary builds Allow XMPP dependency on WebRTC now that it's publically distributed Change 2835864 on 2016/01/20 by Matthew.Griffin Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released. Also tidied up some arguments that are set in UVS and never used. Change 2839932 on 2016/01/22 by Matthew.Griffin Removed last uses of RunningRocket from UnrealBuildTool Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows. Combined code doing very similar things for single games and rocket projects. Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files. Removed RunningRocket function and the code checking for -rocket on the command line Change 2846971 on 2016/01/28 by Matthew.Griffin Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built. Change 2853879 on 2016/02/03 by Matthew.Griffin Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected #jira UE-25666 #lockdown Nick.Penwarden [CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
AddEngineThirdPartyPrivateStaticDependencies(Target,
"HLSLCC"
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateIncludePaths.Add("Developer/VulkanShaderFormat/Private");
PrivateDependencyModuleNames.Add("VulkanShaderFormat");
}
}
}