Files
UnrealEngineUWP/Engine/Source/Developer/Windows/ShaderFormatD3D/ShaderFormatD3D.Build.cs
marcus wassmer 33106628c6 Add DXC runtime requirements to fix binary builds
#rb none
#jira UE-69482

#ROBOMERGE-SOURCE: CL 4892140 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4892143 by marcus wassmer in Main branch]
2019-02-04 17:21:10 -05:00

32 lines
850 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ShaderFormatD3D : ModuleRules
{
public ShaderFormatD3D(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateIncludePathModuleNames.Add("D3D11RHI");
PrivateIncludePaths.Add("../Shaders/Private/RayTracing");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderPreprocessor",
"ShaderCompilerCommon",
}
);
//DXC
if (Target.Platform == UnrealTargetPlatform.Win64)
{
RuntimeDependencies.Add("$(EngineDir)/Binaries/Win64/dxil.dll");
RuntimeDependencies.Add("$(EngineDir)/Binaries/Win64/dxcompiler.dll");
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11");
}
}