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57
Plugins/DLSS/Source/DLSSUtility/DLSSUtility.Build.cs
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57
Plugins/DLSS/Source/DLSSUtility/DLSSUtility.Build.cs
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/*
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* Copyright (c) 2020 - 2022 NVIDIA CORPORATION & AFFILIATES. 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 DLSSUtility : ModuleRules
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{
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public DLSSUtility(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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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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Path.Combine(EngineDirectory,"Source/Runtime/Renderer/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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"Core",
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"RenderCore",
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"Renderer",
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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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"Engine",
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"RHI",
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"Projects"
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}
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);
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// 4.x and early access 5.0 engines used FVector2D type instead of FVector2f type for shader parameters
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bool bEngineUsesFVector2D = (Target.Version.MajorVersion == 4) || (Target.Version.BranchName == "++UE5+Release-5.0-EarlyAccess");
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PrivateDefinitions.Add(string.Format("DLSS_ENGINE_USES_FVECTOR2D={0}", bEngineUsesFVector2D ? "1" : "0"));
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}
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}
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