Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
Jack Porter 9d2ebe90d2 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
#jira 0

[CL 5396125 by Jack Porter in Dev-Mobile branch]
2019-03-14 00:59:16 -04:00

34 lines
1.1 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VulkanShaderFormat : ModuleRules
{
public VulkanShaderFormat(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
// Do not link the module (as that would require the vulkan dll), only the include paths
PublicIncludePaths.Add("Runtime/VulkanRHI/Public");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target, "HLSLCC");
AddEngineThirdPartyPrivateStaticDependencies(Target, "GlsLang");
if (Target.Platform != UnrealTargetPlatform.Win64 && Target.Platform != UnrealTargetPlatform.Win32 && Target.Platform != UnrealTargetPlatform.Android && Target.Platform != UnrealTargetPlatform.Linux && Target.Platform != UnrealTargetPlatform.Mac)
{
PrecompileForTargets = PrecompileTargetsType.None;
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "Vulkan");
}
}