Files
UnrealEngineUWP/Engine/Source/ThirdParty/nvTextureTools/nvTextureTools.Build.cs
josh adams 1610c3bee3 UnrealArch/UnrealArchitectures changes
- 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]
2023-01-24 09:30:28 -05:00

66 lines
2.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class nvTextureTools : ModuleRules
{
public nvTextureTools(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string nvttPath = Target.UEThirdPartySourceDirectory + "nvTextureTools/nvTextureTools-2.0.8/";
string nvttLibPath = nvttPath + "lib";
PublicSystemIncludePaths.Add(nvttPath + "src/src");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
nvttLibPath += ("/Win64/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
PublicAdditionalLibraries.Add(nvttLibPath + "nvtt_64.lib");
PublicDelayLoadDLLs.Add("nvtt_64.dll");
// note this does not stage it to a place where DelayLoad will find it, you must manually load :
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string NVCorePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvcore.dylib";
string NVImagePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvimage.dylib";
string NVMathPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvmath.dylib";
string NVTTPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvtt.dylib";
PublicDelayLoadDLLs.Add(NVCorePath);
PublicDelayLoadDLLs.Add(NVImagePath);
PublicDelayLoadDLLs.Add(NVMathPath);
PublicDelayLoadDLLs.Add(NVTTPath);
RuntimeDependencies.Add(NVCorePath);
RuntimeDependencies.Add(NVImagePath);
RuntimeDependencies.Add(NVMathPath);
RuntimeDependencies.Add(NVTTPath);
PublicAdditionalLibraries.Add(nvttPath + "lib/Mac/libsquish.a");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
string NvBinariesDir = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Linux/" + Target.Architecture.LinuxName;
PrivateRuntimeLibraryPaths.Add(NvBinariesDir);
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvcore.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvimage.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvmath.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvtt.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvcore.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvimage.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvmath.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvtt.so");
}
}
}