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- Each shadermap is now associated with one or more assets, and shaders are laid out according to the open order of those assets, if provided. If not provided, the original ordering is kept. The original ordering will not be always deterministic, particularly if shader compilation needs to happen, because jobs can get reordered during the compilation. Other fixes: - Fixed sorting within the shadermap not being deterministic (FCompareShaderPrimaryKey) - Fixed Niagara shadermap duplicating Platform property and not initializing it properly. - Removed (unused) support for Child shader libraries (would not be deterministic). #rb Ben.Ingram, Rob.Krajcarski #ROBOMERGE-OWNER: Arciel.Rekman #ROBOMERGE-AUTHOR: arciel.rekman #ROBOMERGE-SOURCE: CL 12249260 via CL 12249262 via CL 12250173 #ROBOMERGE-BOT: (v668-12245121) [CL 12250313 by Arciel Rekman in Main branch]
32 lines
958 B
C#
32 lines
958 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class RenderCore : ModuleRules
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{
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public RenderCore(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(new string[] { "RHI" });
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.Add("TargetPlatform");
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// PakFileUtitilities due to file open order usage by the shader library
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PrivateDependencyModuleNames.Add("PakFileUtilities");
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}
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else
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{
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PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" });
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}
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PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Projects", "RHI", "ApplicationCore", "TraceLog" });
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PrivateIncludePathModuleNames.AddRange(new string[] { "DerivedDataCache" });
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// Added in Dev-VT, still needed?
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PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" });
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}
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}
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