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https://github.com/izzy2lost/UnrealEngineUWP.git
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52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildBase;
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using UnrealBuildTool;
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using System;
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public class RenderCore : ModuleRules
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{
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public RenderCore(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePaths.Add("../Shaders/Shared");
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PublicDependencyModuleNames.AddRange(new string[] { "RHI" });
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PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" });
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// JSON is used for the asset info in the shader library and dumping out frames.
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PrivateDependencyModuleNames.Add("Json");
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PrivateDependencyModuleNames.Add("BuildSettings");
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if (Target.bBuildEditor == true)
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{
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DynamicallyLoadedModuleNames.Add("TargetPlatform");
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// UObjects are used to produce the full path of the asset by which the shaders are identified
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PrivateDependencyModuleNames.Add("CoreUObject");
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}
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// shader runtime usage visualization requires ability to create images - it is only used in non-editor desktop development targets
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// UE_BUILD_DEVELOPMENT is also defined for DebugGame
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else if ((Target.Configuration == UnrealTargetConfiguration.Development || Target.Configuration == UnrealTargetConfiguration.DebugGame) && Array.IndexOf(Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop), Target.Platform) >= 0)
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{
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PrivateDependencyModuleNames.Add("ImageWrapper");
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}
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// Copy the GPUDumpViewer's source code for the r.DumpGPU command.
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if (Target.Configuration != UnrealTargetConfiguration.Shipping)
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{
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RuntimeDependencies.Add(Path.Combine(Unreal.EngineDirectory.ToString(), "Extras/GPUDumpViewer/..."), StagedFileType.DebugNonUFS);
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}
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PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Projects", "ApplicationCore", "TraceLog", "CookOnTheFly", "ColorManagement" });
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PrivateIncludePathModuleNames.AddRange(new string[] { "DerivedDataCache" });
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PublicIncludePathModuleNames.AddRange(new string[] { "RHI" });
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// Added in Dev-VT, still needed?
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PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" });
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}
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}
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