Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
stefan boberg 74bec8d909 Copying //UE4/Dev-RenderPlat-Staging[at]8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: marcus.wassmer
#ROBOMERGE-SOURCE: CL 8684840 in //UE4/Main/...
#ROBOMERGE-BOT: CORE (Main -> Dev-Core) (v436-8951088)

This still contains some ARRAY_COUNT deprecation warnings but we will fix those next

[CL 8974328 by stefan boberg in Dev-Core branch]
2019-09-23 08:42:45 -04:00

39 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.IsInPlatformGroup(UnrealPlatformGroup.Linux) &&
Target.Platform != UnrealTargetPlatform.Mac)
{
PrecompileForTargets = PrecompileTargetsType.None;
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "Vulkan");
}
}