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Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker. Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts. Reduce boilerplate involved in setup of build worker. #rb devin.doucette #ROBOMERGE-SOURCE: CL 16853856 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935) [CL 16853877 by zousar shaker in ue5-release-engine-test branch]
35 lines
793 B
C#
35 lines
793 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class TextureFormatIntelISPCTexComp : ModuleRules
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{
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public TextureFormatIntelISPCTexComp(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.AddRange(new string[]
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{
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"DerivedDataCache",
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"Engine",
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"TargetPlatform",
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"TextureCompressor",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"ImageCore",
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"ImageWrapper",
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"TextureBuild",
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});
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AddEngineThirdPartyPrivateStaticDependencies(Target, "IntelISPCTexComp");
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if (Target.Platform != UnrealTargetPlatform.Win64 &&
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Target.Platform != UnrealTargetPlatform.Mac &&
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Target.Platform != UnrealTargetPlatform.Linux)
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{
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PrecompileForTargets = PrecompileTargetsType.None;
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}
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}
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}
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