Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/ShaderFormatOpenGL.Build.cs
Marc Audy 50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00

40 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ShaderFormatOpenGL : ModuleRules
{
public ShaderFormatOpenGL(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Private");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Public");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"RHI" // @todo platplug: this is caused by the DataDrivenShaderPlatformInfo stuff - maybe it should move to somewhere else, like RenderCore?
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"OpenGL",
"HLSLCC"
);
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
}
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
}
}
}