Files
SibIntel1/Plugins/DLSS/Source/DLSS/DLSS.Build.cs
T
2023-07-14 21:08:34 +05:00

81 lines
1.9 KiB
C#

/*
* Copyright (c) 2020 - 2022 NVIDIA CORPORATION. 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 DLSS : ModuleRules
{
public virtual string [] SupportedDynamicallyLoadedNGXRHIModules(ReadOnlyTargetRules Target)
{
if(Target.Platform == UnrealTargetPlatform.Win64 )
{
return new string[]
{
"NGXD3D11RHI",
"NGXD3D12RHI",
"NGXVulkanRHI"
};
}
return new string[] { "" };
}
public DLSS(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
// for ITemporalUpscaler in PostProcess/TemporalAA.h
PrivateIncludePaths.AddRange(
new string[] {
Path.Combine(GetModuleDirectory("Renderer"), "Private"),
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"EngineSettings",
"Engine",
"RenderCore",
"Renderer",
"RHI",
"NGX",
"Projects",
"DeveloperSettings",
"DLSSUtility",
"NGXRHI",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(SupportedDynamicallyLoadedNGXRHIModules(Target));
}
}