Files
UnrealEngineUWP/Engine/Source/Developer/Apple/MetalShaderFormat/MetalShaderFormat.Build.cs
Rolando Caloca aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00

54 lines
1.1 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MetalShaderFormat : ModuleRules
{
public MetalShaderFormat(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PublicIncludePaths.Add("Runtime/Apple/MetalRHI/Public");
PrivateIncludePaths.AddRange(
new string[] {
"Developer/DerivedDataCache/Public",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"FileUtilities"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"HLSLCC"
);
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"ShaderConductor",
"SPIRVReflect"
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"DerivedDataCache",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDelayLoadDLLs.Add("dxcompiler_sc.dll");
PublicDelayLoadDLLs.Add("ShaderConductor.dll");
}
}
}