Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/ShaderCompilerCommon.Build.cs
Matt Peters 3fc09ce67b Multiprocess editor support: Add the parameter -MultiprocessId=<N> to allow instances of the engine to have a unique id in their group of multiprocess instances.
MPCook and Shaders: Change ShaderSymbolExport to export to different .zip files when in a -MultiprocessId environment.
Add part of the implementation for merging the different zip files created by CookWorkers together. The rest of the implementation requires reading from .zip files and will be coming in a future change.

#rb Christopher.Waters, Zousar.Shaker
#rnx
#preflight 6377fcedfa348e8480e25a2b

[CL 23209604 by Matt Peters in ue5-main branch]
2022-11-18 18:47:21 -05:00

36 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class ShaderCompilerCommon : ModuleRules
{
public ShaderCompilerCommon(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
}
);
if (Target.bCompileAgainstEngine)
{
PublicDependencyModuleNames.AddRange(
new string[] {
"FileUtilities",
}
);
}
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "ShaderConductor");
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
}
// We only need a header containing definitions
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "hlslcc/hlslcc/src/hlslcc_lib"));
PublicSystemIncludePaths.Add(Path.Combine(Target.UEThirdPartySourceDirectory, "SPIRV-Reflect/SPIRV-Reflect"));
}
}