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todo: hdr decode at runtime when astc hdr not supported needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise. #review-17314731 #jira UE-119388 [CL 17441496 by yangke li in ue5-main branch]
41 lines
1.0 KiB
C#
41 lines
1.0 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class TextureFormatASTC : ModuleRules
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{
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public TextureFormatASTC(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.AddRange(new string[]
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{
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"DerivedDataCache",
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"Engine",
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"TargetPlatform",
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"TextureCompressor",
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"ImageCore",
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"ImageWrapper",
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"TextureBuild",
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"TextureFormatIntelISPCTexComp",
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});
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Win64/astcenc-sse2.exe");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Mac/astcenc-sse2");
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Mac/astcenc-neon");
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
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{
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/ARM/Linux64/astcenc-sse2");
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}
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}
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}
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