Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/ShaderFormatOpenGL.Build.cs
Marcus Wassmer 6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00

49 lines
1.3 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ShaderFormatOpenGL : ModuleRules
{
public ShaderFormatOpenGL(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Private");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Public");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"RHI" // @todo platplug: this is caused by the DataDrivenShaderPlatformInfo stuff - maybe it should move to somewhere else, like RenderCore?
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"OpenGL",
"HLSLCC"
);
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
}
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64)
{
AddEngineThirdPartyPrivateStaticDependencies(Target,
"ShaderConductor",
"SPIRVReflect"
);
}
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicDelayLoadDLLs.Add("dxcompiler_sc.dll");
PublicDelayLoadDLLs.Add("ShaderConductor.dll");
}
}
}