Files
UnrealEngineUWP/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
Josh Adams b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00

44 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
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.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
}
if (Target.Platform != UnrealTargetPlatform.Win64 &&
Target.Platform != UnrealTargetPlatform.Android &&
!Target.IsInPlatformGroup(UnrealPlatformGroup.Linux) &&
Target.Platform != UnrealTargetPlatform.Mac)
{
PrecompileForTargets = PrecompileTargetsType.None;
}
AddEngineThirdPartyPrivateStaticDependencies(Target, "Vulkan");
}
}