Files
UnrealEngineUWP/Engine/Source/Developer/TextureFormatASTC/TextureFormatASTC.Build.cs
yangke li abb9346236 add ARM ASTC Encoder, support HDR profile, add astc hdr pixel format for opengl, vulkan and metal
todo:  hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388

#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17441499 by yangke li in ue5-release-engine-test branch]
2021-09-07 01:24:23 -04:00

41 lines
1.0 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TextureFormatASTC : ModuleRules
{
public TextureFormatASTC(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(new string[]
{
"DerivedDataCache",
"Engine",
"TargetPlatform",
"TextureCompressor",
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"Core",
"ImageCore",
"ImageWrapper",
"TextureBuild",
"TextureFormatIntelISPCTexComp",
});
if (Target.Platform == UnrealTargetPlatform.Win64)
{
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Win64/astcenc-sse2.exe");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Mac/astcenc-sse2");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Mac/astcenc-neon");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Linux64/astcenc-sse2");
}
}
}