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UnrealEngine/Engine/Source/ThirdParty/ShaderConductor/HowToBuildAndDebug.txt
2025-05-18 13:04:45 +08:00

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WINDOWS:
Prerequisites:
VisualStudio 16.0 (2019), CMake (3.13 or newer), Python 3, Windows Driver Kit (WDK) [1]
Build:
Open a Visual Studio Developer Command Prompt.
Run "Build_ShaderConductor_Win64.bat" script. Intermediate files, including VisualStudio solution,
will be stored at "%ROOT_UE4_PATH%\Intermediate\ShaderConductor\ShaderConductor.sln" where %ROOT_UE4_PATH% is the
path to your UE4 Perforce repository.
Modify %ROOT_UE4_PATH%\Engine\Source\ThirdParty\ShaderConductor\ShaderConductor\Source\Core\ShaderConductor.cpp to the direct path for the DLL:
e.g.
#ifdef _WIN32
const char* dllName = "D:\\P4\\DevR\\Engine\\Intermediate\\ShaderConductor\\External\\DirectXShaderCompiler\\RelWithDebInfo\\bin\\dxcompiler.dll";
or
const char* dllName = "D:\\P4\\DevR\\Engine\\Intermediate\\ShaderConductor\\External\\DirectXShaderCompiler\\Debug\\bin\\dxcompiler.dll";
You should be able to compile/build/run ShaderConductorCmd project with the command line dumped on ShaderConductorCmdLine.txt.
MAC:
Prerequisites:
git, ninja, CMake (3.13 or newer), clang, Python 3
Build:
Run "UE4_Build_ShaderConductor_Mac.command". Intermediate files will be stored at "Build/"
in the current working directory.
This command takes one optional command line argument "-debug" to generate ShaderConductor
with debug symbols and without optomization.
[1] WDK for Windows 10:
https://docs.microsoft.com/en-us/windows-hardware/drivers/download-the-wdk#download-icon-step-2-install-wdk-for-windows-10-version-1903