Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
Ben Marsh 0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00

35 lines
1.2 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",
"RHI", // @todo platplug: This would not be needed if we could move FDataDriveShaderPlatformInfo (and ERHIFeatureLevel) into RenderCore or maybe its own module?
}
);
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");
}
}