40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class VulkanShaderFormat : ModuleRules
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{
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public VulkanShaderFormat(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateIncludePathModuleNames.Add("TargetPlatform");
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// Do not link the module (as that would require the vulkan dll), only the include paths
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PublicIncludePathModuleNames.Add("VulkanRHI");
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"RenderCore",
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"ShaderCompilerCommon",
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"ShaderPreprocessor",
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"RHI", // @todo platplug: This would not be needed if we could move FDataDriveShaderPlatformInfo (and ERHIFeatureLevel) into RenderCore or maybe its own module?
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}
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);
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if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
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}
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if (Target.Platform != UnrealTargetPlatform.Win64 &&
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Target.Platform != UnrealTargetPlatform.Android &&
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!Target.IsInPlatformGroup(UnrealPlatformGroup.Linux) &&
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Target.Platform != UnrealTargetPlatform.Mac)
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{
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PrecompileForTargets = PrecompileTargetsType.None;
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}
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AddEngineThirdPartyPrivateStaticDependencies(Target, "Vulkan");
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}
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}
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