81 lines
1.9 KiB
C#
81 lines
1.9 KiB
C#
/*
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* Copyright (c) 2020 - 2022 NVIDIA CORPORATION. All rights reserved.
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*
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* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
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* property and proprietary rights in and to this material, related
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* documentation and any modifications thereto. Any use, reproduction,
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* disclosure or distribution of this material and related documentation
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* without an express license agreement from NVIDIA CORPORATION or
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* its affiliates is strictly prohibited.
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*/
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using UnrealBuildTool;
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using System.IO;
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public class DLSS : ModuleRules
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{
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public virtual string [] SupportedDynamicallyLoadedNGXRHIModules(ReadOnlyTargetRules Target)
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{
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if(Target.Platform == UnrealTargetPlatform.Win64 )
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{
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return new string[]
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{
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"NGXD3D11RHI",
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"NGXD3D12RHI",
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"NGXVulkanRHI"
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};
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}
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return new string[] { "" };
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}
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public DLSS(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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// for ITemporalUpscaler in PostProcess/TemporalAA.h
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PrivateIncludePaths.AddRange(
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new string[] {
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Path.Combine(GetModuleDirectory("Renderer"), "Private"),
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"CoreUObject",
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"EngineSettings",
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"Engine",
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"RenderCore",
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"Renderer",
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"RHI",
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"NGX",
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"Projects",
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"DeveloperSettings",
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"DLSSUtility",
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"NGXRHI",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(SupportedDynamicallyLoadedNGXRHIModules(Target));
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}
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}
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