Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/RenderCore.Build.cs
anton dunchev 8b0b461407 [RHI] Added shader map and shader library listing commands that let you analyse the memory footprint of those structures.
[FYI] j.baumgartner
#rb serge.bernier
#tests local

[CL 34035856 by anton dunchev in ue5-main branch]
2024-05-31 13:17:18 -04:00

63 lines
2.3 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildBase;
using UnrealBuildTool;
using System;
public class RenderCore : ModuleRules
{
public RenderCore(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "RHI" });
PrivateIncludePathModuleNames.AddRange(new string[] { "Shaders", "TargetPlatform" });
// JSON is used for the asset info in the shader library and dumping out frames.
PrivateDependencyModuleNames.Add("Json");
PrivateDependencyModuleNames.Add("BuildSettings");
if (Target.bBuildEditor == true)
{
DynamicallyLoadedModuleNames.Add("TargetPlatform");
// UObjects are used to produce the full path of the asset by which the shaders are identified
PrivateDependencyModuleNames.Add("CoreUObject");
}
// shader runtime usage visualization requires ability to create images - it is only used in non-editor desktop development targets
// UE_BUILD_DEVELOPMENT is also defined for DebugGame
else if ((Target.Configuration == UnrealTargetConfiguration.Development || Target.Configuration == UnrealTargetConfiguration.DebugGame) && Array.IndexOf(Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop), Target.Platform) >= 0)
{
PrivateDependencyModuleNames.Add("ImageWrapper");
}
// Copy the GPUDumpViewer's source code for the r.DumpGPU command.
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
RuntimeDependencies.Add(Path.Combine(Unreal.EngineDirectory.ToString(), "Extras/GPUDumpViewer/..."), StagedFileType.DebugNonUFS);
}
PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Projects", "ApplicationCore", "TraceLog", "CookOnTheFly" });
PrivateIncludePathModuleNames.AddRange(new string[] { "DerivedDataCache" });
PublicIncludePathModuleNames.AddRange(new string[] { "RHI" });
// Added in Dev-VT, still needed?
PrivateIncludePathModuleNames.AddRange(new string[] { "TargetPlatform" });
if (Target.IsInPlatformGroup(UnrealPlatformGroup.Windows)
|| Target.IsInPlatformGroup(UnrealPlatformGroup.Android)
|| Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
{
// For IOpenGLDynamicRHI::RHIGenerateMips
PublicIncludePathModuleNames.Add("OpenGLDrv");
}
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrivateDefinitions.Add("ALLOW_SHADERMAP_TRACKING=1");
}
}
}