Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

37 lines
1.0 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VulkanShaderFormat : ModuleRules
{
public VulkanShaderFormat(TargetInfo Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
// Do not link the module (as that would require the vulkan dll), only the include paths
PrivateIncludePaths.Add("Runtime/VulkanRHI/Public");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"ShaderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
}
);
// GlsLang has a shadowed variable:
bEnableShadowVariableWarnings = false;
AddEngineThirdPartyPrivateStaticDependencies(Target, "HLSLCC");
AddEngineThirdPartyPrivateStaticDependencies(Target, "GlsLang");
if (Target.Platform != UnrealTargetPlatform.Win64 || Target.Platform != UnrealTargetPlatform.Win32 || Target.Platform != UnrealTargetPlatform.Android)
{
PrecompileForTargets = PrecompileTargetsType.None;
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "Vulkan");
}
}