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If you still need to old behavior of searching for a library we use the new PublicSystemLibraries instead (used very sparingly). Also updated conventions on importing Android libraries to use the newly introduced Android Architecture instead, which is always set to a valid architecuture (unlike Target.Architecture for the general case) Lastly I updated some build.cs files that were doing filesystem enumeration or copying as they were being parsed, this is highly discouraged (partially because we cache filesystem operations but also it adds a cost to something we expect to be very fast). Any operations like this should be done as part of the build if they have to be done at all. #rb none [CL 7918851 by Joakim Lindqvist in Dev-Build branch]
48 lines
2.2 KiB
C#
48 lines
2.2 KiB
C#
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class IntelISPCTexComp : ModuleRules
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{
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public IntelISPCTexComp(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string LibraryPath = Target.UEThirdPartySourceDirectory + "IntelISPCTexComp/ispc_texcomp/";
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string BinaryFolder = Target.UEThirdPartyBinariesDirectory + "IntelISPCTexComp/";
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PublicIncludePaths.Add(LibraryPath);
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//NOTE: If you change bUseDebugBuild, you must also change FTextureFormatIntelISPCTexCompModule.GetTextureFormat() to load the corresponding DLL
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bool bUseDebugBuild = false;
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if ( (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32) )
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{
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string platformName = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
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string configName = bUseDebugBuild ? "Debug" : "Release";
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string LibFolder = LibraryPath + "lib/" + platformName + "-" + configName + "/";
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string DLLFolder = BinaryFolder + platformName + "-" + configName;
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string DLLFilePath = DLLFolder + "/ispc_texcomp.dll";
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PublicAdditionalLibraries.Add(LibFolder + "ispc_texcomp.lib");
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PublicDelayLoadDLLs.Add("ispc_texcomp.dll");
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RuntimeDependencies.Add(DLLFilePath);
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string BinaryLibraryFolder = BinaryFolder + "Mac64-Release";
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string LibraryFilePath = BinaryLibraryFolder + "/libispc_texcomp.dylib";
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PublicAdditionalLibraries.Add(LibraryFilePath);
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PublicDelayLoadDLLs.Add(LibraryFilePath);
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RuntimeDependencies.Add(LibraryFilePath);
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix) && Target.Architecture.StartsWith("x86_64"))
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{
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string BinaryLibraryFolder = BinaryFolder + "Linux64-Release";
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PrivateRuntimeLibraryPaths.Add(BinaryLibraryFolder);
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string LibraryFilePath = BinaryLibraryFolder + "/libispc_texcomp.so";
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PublicAdditionalLibraries.Add(LibraryFilePath);
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PublicDelayLoadDLLs.Add("libispc_texcomp.so");
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RuntimeDependencies.Add(LibraryFilePath);
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}
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}
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}
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