Files
UnrealEngineUWP/Engine/Source/Developer/Apple/MetalShaderFormat/MetalShaderFormat.Build.cs
mark satterthwaite 8d3ca60e43 Duplicate 5263216 to aid debugging Metal shader issues in games using native shader libraries without having to cook locally:
Package Metal shader source into a zip file rather than a tgz so it can be done on Windows builds too and do this asynchronously while generating the Metal libraries. This file is stored in the MetaData folder so should be moved out of the content and not get packaged. Must be unzipped at the command-line for some reason, but it works.

#rb none

#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: mark.satterthwaite
#ROBOMERGE-SOURCE: CL 5333983 via CL 5333997
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 5386495 by mark satterthwaite in Dev-VR branch]
2019-03-13 14:27:20 -04:00

40 lines
778 B
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MetalShaderFormat : ModuleRules
{
public MetalShaderFormat(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PublicIncludePaths.Add("Runtime/Apple/MetalRHI/Public");
PrivateIncludePaths.AddRange(
new string[] {
"Developer/DerivedDataCache/Public",
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"FileUtilities"
}
);
AddEngineThirdPartyPrivateStaticDependencies(Target,
"HLSLCC"
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
"DerivedDataCache",
}
);
}
}