Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/ShaderCompilerCommon.Build.cs
Lukas Hermanns c2eda93a8d Refactor SPIR-V patching and strip debug instructions for Vulkan mobile except OpName instructions in --strip-reflect pass as UE always needs this reflection information.
Rebuild ShaderConductor for Win64, Mac, Linux.

#rb Carl.Lloyd, Rolando.Caloca, Ryan.Vance
#fyi Mihnea.Balta, Will.Damon, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira none
#rnx

[CL 16186169 by Lukas Hermanns in ue5-main branch]
2021-05-03 15:22:38 -04:00

28 lines
908 B
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.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"));
}
}