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- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
66 lines
2.5 KiB
C#
66 lines
2.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class nvTextureTools : ModuleRules
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{
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public nvTextureTools(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string nvttPath = Target.UEThirdPartySourceDirectory + "nvTextureTools/nvTextureTools-2.0.8/";
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string nvttLibPath = nvttPath + "lib";
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PublicSystemIncludePaths.Add(nvttPath + "src/src");
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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nvttLibPath += ("/Win64/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
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PublicAdditionalLibraries.Add(nvttLibPath + "nvtt_64.lib");
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PublicDelayLoadDLLs.Add("nvtt_64.dll");
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// note this does not stage it to a place where DelayLoad will find it, you must manually load :
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll");
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string NVCorePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvcore.dylib";
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string NVImagePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvimage.dylib";
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string NVMathPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvmath.dylib";
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string NVTTPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvtt.dylib";
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PublicDelayLoadDLLs.Add(NVCorePath);
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PublicDelayLoadDLLs.Add(NVImagePath);
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PublicDelayLoadDLLs.Add(NVMathPath);
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PublicDelayLoadDLLs.Add(NVTTPath);
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RuntimeDependencies.Add(NVCorePath);
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RuntimeDependencies.Add(NVImagePath);
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RuntimeDependencies.Add(NVMathPath);
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RuntimeDependencies.Add(NVTTPath);
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PublicAdditionalLibraries.Add(nvttPath + "lib/Mac/libsquish.a");
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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string NvBinariesDir = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Linux/" + Target.Architecture.LinuxName;
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PrivateRuntimeLibraryPaths.Add(NvBinariesDir);
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvcore.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvimage.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvmath.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvtt.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvcore.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvimage.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvmath.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvtt.so");
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}
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}
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}
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