Files
UnrealEngineUWP/Engine/Source/Developer/Windows/ShaderFormatD3D/ShaderFormatD3D.Build.cs
Chris Gagnon 00f8b72a0b Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 5602170 by Chris Gagnon in Dev-Editor branch]
2019-03-27 15:03:08 -04:00

34 lines
967 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ShaderFormatD3D : ModuleRules
{
public ShaderFormatD3D(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateIncludePathModuleNames.Add("D3D11RHI");
PrivateIncludePaths.Add("../Shaders/Shared");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderPreprocessor",
"ShaderCompilerCommon",
}
);
//DXC
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string DxDllsPath = "$(EngineDir)/Binaries/ThirdParty/Windows/DirectX/x64/";
RuntimeDependencies.Add("$(TargetOutputDir)/dxil.dll", DxDllsPath + "dxil.dll");
RuntimeDependencies.Add("$(TargetOutputDir)/dxcompiler.dll", DxDllsPath + "dxcompiler.dll");
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "DX11");
}
}