Files
2023-02-06 17:17:44 +05:00

84 lines
1.7 KiB
C#

/*
* Copyright (c) 2020 - 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
using UnrealBuildTool;
using System.IO;
public class DLSSBlueprint : ModuleRules
{
protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target)
{
return Target.Platform == UnrealTargetPlatform.Win64;
}
public DLSSBlueprint(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"Renderer",
"Projects",
}
);
PrivateIncludePaths.AddRange(
new string[] {
Path.Combine(GetModuleDirectory("Renderer"), "Private"),
}
);
bool bPlatformSupportsDLSS = IsSupportedPlatform(Target);
PublicDefinitions.Add("WITH_DLSS=" + (bPlatformSupportsDLSS ? '1' : '0'));
if (bPlatformSupportsDLSS)
{
PublicIncludePaths.AddRange(
new string[]
{
Path.Combine(GetModuleDirectory("DLSS"), "Public"),
}
);
PrivateIncludePaths.AddRange(
new string[]
{
Path.Combine(GetModuleDirectory("DLSS"), "Private"),
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"NGX",
"NGXRHI",
"DLSS",
}
);
}
}
}