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- Adding ID3D12DynamicRHI and ID3D11DynamicRHI interfaces for plugins that want to touch DirectX resources/devices directly. - Adding specific headers for including DirectX headers: D3D12ThirdParty.h and D3D11ThirdParty.h - Modifying plugins that were using D3D11RHIPrivate.h and D3D12RHIPrivate.h to use the interfaces instead. - Removing plugin references to UE Modules and ThirdParty libraries that were only needed because they included the private RHI headers. - Removing D3D11RHI/Private and D3D12RHI/Private from plugin include paths. #jira none #rb jeannoe.morissette, kenzo.terelst, mihnea.balta, eric.mcdaniel #preflight 6222395bb066ef60bbad004a [CL 19267223 by christopher waters in ue5-main branch]
42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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[SupportedPlatforms("Win64")]
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public class GameplayMediaEncoder : ModuleRules
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{
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public GameplayMediaEncoder(ReadOnlyTargetRules Target) : base(Target)
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{
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// NOTE: General rule is not to access the private folder of another module,
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// but to use the ISubmixBufferListener interface, we need to include some private headers
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PrivateIncludePaths.Add(System.IO.Path.Combine(Directory.GetCurrentDirectory(), "./Runtime/AudioMixer/Private"));
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"Engine",
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"CoreUObject",
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"ApplicationCore",
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"RenderCore",
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"RHI",
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"SlateCore",
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"Slate",
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"HTTP",
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"Json",
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"AVEncoder"
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});
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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PrivateDependencyModuleNames.Add("D3D11RHI");
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AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11");
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PublicDelayLoadDLLs.Add("mfplat.dll");
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PublicDelayLoadDLLs.Add("mfuuid.dll");
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PublicDelayLoadDLLs.Add("Mfreadwrite.dll");
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}
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}
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}
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