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TextureFormatOodle use the new RDO_Ex API bump Oodle Texture DDC ver from 11 to 12 #rb alexander.suvorov [CL 16589165 by charles bloom in ue5-main branch]
119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnrealBuildTool;
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public class OodleDataCompressionFormat : ModuleRules
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{
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protected virtual string OodleVersion { get { return "2.9.1"; } }
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// Platform Extensions need to override these
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protected virtual string LibRootDirectory { get { return ModuleDirectory; } }
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protected virtual string ReleaseLibraryName { get { return null; } }
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protected virtual string DebugLibraryName { get { return null; } }
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protected virtual string SdkBaseDirectory { get { return Path.Combine(LibRootDirectory, "..", "Sdks", OodleVersion); } }
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protected virtual string LibDirectory { get { return Path.Combine(SdkBaseDirectory, "lib"); } }
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protected virtual string IncludeDirectory { get { return Path.Combine(ModuleDirectory, "..", "Sdks", OodleVersion, "include"); } }
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public OodleDataCompressionFormat(ReadOnlyTargetRules Target) : base(Target)
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{
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ShortName = "OodleDataCompressionFormat";
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PublicIncludePaths.Add(IncludeDirectory);
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PrivatePCHHeaderFile = "Private/OodleDataCompressionFormatPCH.h";
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"Analytics"
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}
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);
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if (Target.bBuildEditor == true)
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{
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PrivateDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
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}
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string ReleaseLib = null;
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string DebugLib = null;
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string PlatformDir = Target.Platform.ToString();
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// turn on bAllowDebugLibrary if you need to debug a problem with Oodle
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bool bAllowDebugLibrary = false;
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bool bUseDebugLibrary = bAllowDebugLibrary && Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT;
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bool bSkipLibrarySetup = false;
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if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows))
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{
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ReleaseLib = "oo2core_win64.lib";
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DebugLib = "oo2core_win64_debug.lib";
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PlatformDir = "Win64";
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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ReleaseLib = "liboo2coremac64.a";
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DebugLib = "liboo2coremac64_dbg.a";
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}
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else if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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ReleaseLib = "liboo2corelinux64.a";
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DebugLib = "liboo2corelinux64_dbg.a";
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}
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else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
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{
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ReleaseLib = "liboo2corelinuxarm64.a";
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DebugLib = "liboo2corelinuxarm64_dbg.a";
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}
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else if (Target.Platform == UnrealTargetPlatform.Android)
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{
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// we have to add multiple libraries, so don't do the normal processing below
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bSkipLibrarySetup = true;
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string dbg = bUseDebugLibrary ? "_dbg" : "";
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PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "arm64-v8a/liboo2coreandroid" + dbg + ".a"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "armeabi-v7a/liboo2coreandroid" + dbg + ".a"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "x86/liboo2coreandroid" + dbg + ".a"));
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PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, "x86_64/liboo2coreandroid" + dbg + ".a"));
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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ReleaseLib = "liboo2coreios.a";
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DebugLib = "liboo2coreios_dbg.a";
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}
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else if (Target.Platform == UnrealTargetPlatform.TVOS)
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{
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ReleaseLib = "liboo2coretvos.a";
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DebugLib = "liboo2coretvos_dbg.a";
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}
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else
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{
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// the subclass will return the library names
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ReleaseLib = ReleaseLibraryName;
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DebugLib = DebugLibraryName;
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// platform extensions don't need the Platform directory under lib
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PlatformDir = "";
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}
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if (!bSkipLibrarySetup)
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{
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// combine everything and make sure it was set up properly
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string LibraryToLink = bUseDebugLibrary ? DebugLib : ReleaseLib;
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if (LibraryToLink == null)
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{
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throw new BuildException("Platform {0} doesn't have OodleData libraries properly set up.", Target.Platform);
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}
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PublicAdditionalLibraries.Add(Path.Combine(LibDirectory, PlatformDir, LibraryToLink));
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}
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}
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}
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