Files
UnrealEngine/Engine/Source/Developer/VulkanShaderFormat/VulkanShaderFormat.Build.cs
2025-05-18 13:04:45 +08:00

40 lines
1.3 KiB
C#

// 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");
}
}