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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]
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.IO;
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using UnrealBuildTool;
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public class NVAPI : ModuleRules
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{
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public NVAPI(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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/*string nvApiNoRedistLibrary = System.IO.Path.Combine(EngineDirectory,
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"Restricted/NoRedist/Source/ThirdParty/NVIDIA/nvapi/amd64/nvapi64.lib");
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// Check if we should redirect to a beta version of nvapi
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bool bHaveNoRedistnvApi = System.IO.File.Exists(nvApiNoRedistLibrary);
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bool bCompilingForProject = Target.ProjectFile != null;*/
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bool bUseNoRedistnvApi = false;//bHaveNoRedistnvApi && bCompilingForProject;
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string nvApiPath = Path.Combine(Target.UEThirdPartySourceDirectory, "NVIDIA", "nvapi");
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if (bUseNoRedistnvApi)
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{
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nvApiPath = Path.Combine(EngineDirectory, "Restricted", "NoRedist", "Source", "ThirdParty", "NVIDIA", "nvapi");
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}
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if (Target.Platform.IsInGroup(UnrealPlatformGroup.Windows) && Target.Architecture.bIsX64)
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{
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PublicSystemIncludePaths.Add(nvApiPath);
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PublicAdditionalLibraries.Add(Path.Combine(nvApiPath, "amd64", "nvapi64.lib"));
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PublicDefinitions.Add("WITH_NVAPI=1");
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}
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else
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{
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PublicDefinitions.Add("WITH_NVAPI=0");
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}
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}
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}
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