Files
UnrealEngineUWP/Engine/Source/Developer/Apple/MetalShaderFormat/MetalShaderFormat.Build.cs
Juan Canada 2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -05:00

54 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MetalShaderFormat : ModuleRules
{
public MetalShaderFormat(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PublicIncludePaths.Add("Runtime/Apple/MetalRHI/Public");
PrivateIncludePaths.AddRange(
new string[] {
"Developer/DerivedDataCache/Public",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"FileUtilities"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"HLSLCC"
);
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"ShaderConductor",
"SPIRVReflect"
);
}
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"DerivedDataCache",
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDelayLoadDLLs.Add("dxcompiler_sc.dll");
PublicDelayLoadDLLs.Add("ShaderConductor.dll");
}
}
}