Adds everything
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95
Plugins/DLSS/Source/DLSSBlueprint/DLSSBlueprint.Build.cs
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95
Plugins/DLSS/Source/DLSSBlueprint/DLSSBlueprint.Build.cs
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/*
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* Copyright (c) 2020 NVIDIA CORPORATION. All rights reserved.
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*
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* NVIDIA Corporation and its licensors retain all intellectual property and proprietary
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* rights in and to this software, related documentation and any modifications thereto.
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* Any use, reproduction, disclosure or distribution of this software and related
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* documentation without an express license agreement from NVIDIA Corporation is strictly
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* prohibited.
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*
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS*
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* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED,
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* INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
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* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT
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* LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF
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* BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR
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* INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGES.
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*/
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using UnrealBuildTool;
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using System.IO;
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public class DLSSBlueprint : ModuleRules
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{
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protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target)
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{
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return Target.Platform == UnrealTargetPlatform.Win64;
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}
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public DLSSBlueprint(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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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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"Engine",
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"RenderCore",
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"Renderer",
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"Projects",
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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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EngineDirectory + "/Source/Runtime/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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bool bPlatformSupportsDLSS = IsSupportedPlatform(Target);
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PublicDefinitions.Add("WITH_DLSS=" + (bPlatformSupportsDLSS ? '1' : '0'));
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if (bPlatformSupportsDLSS)
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{
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PublicIncludePaths.AddRange(
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new string[]
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{
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Path.Combine(ModuleDirectory, "../DLSS/Public"),
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}
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);
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PrivateIncludePaths.AddRange(
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new string[]
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{
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Path.Combine(EngineDirectory,"Source/Runtime/Renderer/Private"),
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Path.Combine(ModuleDirectory, "../DLSS/Private")
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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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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"NGX",
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"NGXRHI",
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"DLSS",
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}
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);
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}
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}
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}
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