Adds everything
This commit is contained in:
84
Plugins/DLSS/Source/DLSSEditor/DLSSEditor.Build.cs
Normal file
84
Plugins/DLSS/Source/DLSSEditor/DLSSEditor.Build.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
/*
|
||||
* 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 DLSSEditor : ModuleRules
|
||||
{
|
||||
public DLSSEditor(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
Path.Combine(EngineDirectory,"Source/Runtime/Renderer/Private"),
|
||||
Path.Combine(EngineDirectory,"Source/Editor/LevelEditor/Private"),
|
||||
|
||||
Path.Combine(ModuleDirectory, "../DLSS/Private")
|
||||
}
|
||||
);
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"DLSS",
|
||||
}
|
||||
);
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Core",
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"RenderCore",
|
||||
"Renderer",
|
||||
"RHI",
|
||||
|
||||
"Settings",
|
||||
"LevelEditor",
|
||||
"ToolMenus",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"EditorWidgets",
|
||||
"EditorStyle",
|
||||
"InputCore",
|
||||
"UnrealEd",
|
||||
"Projects",
|
||||
|
||||
"NGX",
|
||||
"DLSS",
|
||||
"NGXRHI",
|
||||
}
|
||||
);
|
||||
// We can't quite check whether we have CL 16509387 (in UE5-Release) so we do this in a round about way
|
||||
bool bUseSlotsArgumentsAPI = (Target.Version.MajorVersion == 5) && (Target.Version.BranchName != "++UE5+Release-5.0-EarlyAccess");
|
||||
PrivateDefinitions.Add(string.Format("USE_SLOT_SLOT_ARGUMENTS_API={0}", bUseSlotsArgumentsAPI ? "1" : "0"));
|
||||
|
||||
// We can't quite check whether we have CL 16848904 (in UE5-Main) so we do this in a round about way
|
||||
bool bSupportsPostProcessingScreenPercentage = (Target.Version.MajorVersion == 4) ||
|
||||
((Target.Version.MajorVersion == 5) && (Target.Version.BranchName == "++UE5+Release-5.0-EarlyAccess"))
|
||||
;
|
||||
PrivateDefinitions.Add(string.Format("SUPPORTS_POSTPROCESSING_SCREEN_PERCENTAGE={0}", bSupportsPostProcessingScreenPercentage ? "1" : "0"));
|
||||
|
||||
// 4.x and early access 5.0 engines had GTemporalUpscaler interface
|
||||
bool bEngineHasGTemporalUpscaler = (Target.Version.MajorVersion == 4) || (Target.Version.BranchName == "++UE5+Release-5.0-EarlyAccess");
|
||||
PrivateDefinitions.Add(string.Format("DLSS_ENGINE_HAS_GTEMPORALUPSCALER={0}", bEngineHasGTemporalUpscaler ? "1" : "0"));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user