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