Files
UnrealEngineUWP/Engine/Source/ThirdParty/Intel/ISPCTexComp/IntelISPCTexComp.Build.cs
josh adams 1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00

48 lines
2.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class IntelISPCTexComp : ModuleRules
{
public IntelISPCTexComp(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string SourcePath = Target.UEThirdPartySourceDirectory + "Intel/ISPCTexComp/ISPCTextureCompressor-14d998c/";
string IncludesPath = SourcePath + "ispc_texcomp/";
string BinaryFolder = Target.UEThirdPartyBinariesDirectory + "Intel/ISPCTexComp/";
PublicSystemIncludePaths.Add(IncludesPath);
//NOTE: If you change bUseDebugBuild, you must also change FTextureFormatIntelISPCTexCompModule.GetTextureFormat() to load the corresponding DLL
bool bUseDebugBuild = false;
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string configName = bUseDebugBuild ? "Debug" : "Release";
string LibraryPath = SourcePath + "ISPC Texture Compressor/x64/" + configName + "/";
string DLLFolder = BinaryFolder + "Win64-" + configName;
string DLLFilePath = DLLFolder + "/ispc_texcomp.dll";
PublicAdditionalLibraries.Add(LibraryPath + "ispc_texcomp.lib");
PublicDelayLoadDLLs.Add("ispc_texcomp.dll");
RuntimeDependencies.Add(DLLFilePath);
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string BinaryLibraryFolder = BinaryFolder + "Mac64-Release";
string LibraryFilePath = BinaryLibraryFolder + "/libispc_texcomp.dylib";
PublicAdditionalLibraries.Add(LibraryFilePath);
PublicDelayLoadDLLs.Add(LibraryFilePath);
RuntimeDependencies.Add(LibraryFilePath);
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix) && Target.Architecture == UnrealArch.X64)
{
string BinaryLibraryFolder = BinaryFolder + "Linux64-Release";
PrivateRuntimeLibraryPaths.Add(BinaryLibraryFolder);
string LibraryFilePath = BinaryLibraryFolder + "/libispc_texcomp.so";
PublicAdditionalLibraries.Add(LibraryFilePath);
PublicDelayLoadDLLs.Add("libispc_texcomp.so");
RuntimeDependencies.Add(LibraryFilePath);
}
}
}