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AGXRHI is starting out as a clone of MetalRHI, but will be refactored and overhauled with several goals in mind: - Reduce/Eliminate technical debt - Substantially improve readability and maintainability - Introduce clear layers for platform independent vs dependent code - Reduce memory footprint and generally improve memory usage - Remove legacy concepts (like manual reference counting) and enable better integration with platform tools - Implement newer and more modern features provided by Metal (such as ray tracing and enhanced command buffer debugging) - Target/tune the software architecture and API usage for performance on Apple designed GPUs #rb jack.porter, richard.wallis #jira none #fyi lukas.hermanns #rnx [CL 16225160 by will damon in ue5-main branch]
41 lines
870 B
C#
41 lines
870 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class MetalShaderFormat : ModuleRules
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{
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public MetalShaderFormat(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.Add("TargetPlatform");
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PublicIncludePaths.Add("Runtime/Apple/Common/Public");
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PrivateIncludePaths.AddRange(
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new string[] {
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"Developer/DerivedDataCache/Public",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"RenderCore",
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"ShaderCompilerCommon",
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"ShaderPreprocessor",
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"FileUtilities"
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
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}
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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"DerivedDataCache",
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}
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);
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}
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}
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