// Copyright 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 PublicIncludePathModuleNames.Add("VulkanRHI"); 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? } ); 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"); } }