Files
carl lloyd e8f8a7f3a0 Added support for Metal Shader Converter to Metal
- Disabled by default
    - Removed MetalDerivedData and moved shader compiler specific code to seperate files

#rb Laura.Hermanns
#jira UE-204112

[CL 31527482 by carl lloyd in ue5-main branch]
2024-02-15 13:52:17 -05:00

40 lines
1.2 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class MetalShaderFormat : ModuleRules
{
public MetalShaderFormat(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PublicIncludePathModuleNames.Add("MetalRHI");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"FileUtilities",
"RHI"
}
);
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
AddEngineThirdPartyPrivateStaticDependencies(Target, "MetalShaderConverter");
if (Target.Platform == UnrealTargetPlatform.Mac)
{
string SCBinariesDir = Path.Combine(Target.UEThirdPartyBinariesDirectory, "ShaderConductor", "Mac");
PublicAdditionalLibraries.Add(SCBinariesDir + "/libdxcompiler.dylib");
RuntimeDependencies.Add(SCBinariesDir + "/libdxcompiler.dylib");
}
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "ShaderConductor", "ShaderConductor", "External", "DirectXShaderCompiler", "include"));
}
}
}