Files
UnrealEngineUWP/Engine/Source/Programs/CrossCompilerTool/CrossCompilerTool.Build.cs
Peter Sauerbrei 17e373573f fix for CrossCompile build failure on Mac
#lockdown nick.penwarden

[CL 2913072 by Peter Sauerbrei in Main branch]
2016-03-17 10:11:23 -04:00

40 lines
1.1 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class CrossCompilerTool : ModuleRules
{
public CrossCompilerTool(TargetInfo Target)
{
PublicIncludePaths.Add("Runtime/Launch/Public");
PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp include
PrivateIncludePaths.Add("Developer/Apple/MetalShaderFormat/Private"); // For Metal includes
PrivateIncludePaths.Add("Developer/ShaderFormatOpenGL/Private"); // For GLSL includes
PrivateIncludePaths.Add("Developer/ShaderCompilerCommon/Private"); // For Lexer includes
PrivateDependencyModuleNames.AddRange(new string []
{
"Core",
"Projects",
"ShaderCompilerCommon",
"MetalShaderFormat",
"ShaderFormatOpenGL",
"ShaderPreprocessor",
//@todo-rco: Remove me!
"ShaderCore",
});
AddEngineThirdPartyPrivateStaticDependencies(Target,
"HLSLCC"
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PrivateIncludePaths.Add("Developer/VulkanShaderFormat/Private");
PrivateDependencyModuleNames.Add("VulkanShaderFormat");
}
}
}