Adds everything

This commit is contained in:
2022-09-18 00:48:56 +02:00
parent da7398c21e
commit 2f879fc333
4928 changed files with 25215 additions and 60 deletions

View File

@@ -0,0 +1,109 @@
/*
* Copyright (c) 2020-2021 NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA Corporation and its licensors retain all intellectual property and proprietary
* rights in and to this software, related documentation and any modifications thereto.
* Any use, reproduction, disclosure or distribution of this software and related
* documentation without an express license agreement from NVIDIA Corporation is strictly
* prohibited.
*
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS*
* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED,
* INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT
* LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF
* BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR
* INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGES.
*/
#if UE_5_0_OR_LATER
using EpicGames.Core;
#else
using Tools.DotNETCommon;
#endif
using UnrealBuildTool;
using System.IO;
public class NGX : ModuleRules
{
protected virtual bool IsSupportedWindowsPlatform(ReadOnlyTargetRules Target)
{
return Target.Platform == UnrealTargetPlatform.Win64;
}
public NGX (ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
if (IsSupportedWindowsPlatform(Target))
{
string NGXPath = ModuleDirectory + "/";
PublicSystemIncludePaths.Add(NGXPath + "Include/");
PublicIncludePaths.Add(NGXPath + "Include/");
if ((Target.Configuration == UnrealTargetConfiguration.Debug) && Target.bDebugBuildsActuallyUseDebugCRT)
{
if (Target.bUseStaticCRT)
{
PublicAdditionalLibraries.Add(NGXPath + "Lib/x64/" + "nvsdk_ngx_s_dbg.lib");
}
else
{
PublicAdditionalLibraries.Add(NGXPath + "Lib/x64/" + "nvsdk_ngx_d_dbg.lib");
}
}
else
{
if (Target.bUseStaticCRT)
{
PublicAdditionalLibraries.Add(NGXPath + "Lib/x64/" + "nvsdk_ngx_s.lib");
}
else
{
PublicAdditionalLibraries.Add(NGXPath + "Lib/x64/" + "nvsdk_ngx_d.lib");
}
}
string[] NGXSnippetDLLs =
{
"nvngx_dlss.dll",
};
PublicDefinitions.Add("NGX_DLSS_BINARY_NAME=TEXT(\"" + NGXSnippetDLLs[0] + "\")");
foreach (string NGXSnippetDLL in NGXSnippetDLLs)
{
bool bHasProjectBinary = false;
if (Target.ProjectFile != null)
{
string ProjectDLLPath = DirectoryReference.Combine(Target.ProjectFile.Directory, "Binaries/ThirdParty/NVIDIA/NGX/Win64", NGXSnippetDLL).FullName;
if (File.Exists(ProjectDLLPath))
{
bHasProjectBinary = true;
//Log.TraceInformation("NGX project specific production DLSS binary found at {0}.", ProjectDLLPath);
RuntimeDependencies.Add(ProjectDLLPath, StagedFileType.NonUFS);
}
}
// useful to have both plugin and project specific binary during testing, but if we have a project specific binary, then we want to ship with only that
if (!bHasProjectBinary || Target.Configuration != UnrealTargetConfiguration.Shipping)
{
RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/Win64/" + NGXSnippetDLL, StagedFileType.NonUFS);
}
// useful to have debug overlay during testing, but we don't want to ship with that
if (Target.Configuration != UnrealTargetConfiguration.Shipping)
{
RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/Win64/Development/" + NGXSnippetDLL, StagedFileType.DebugNonUFS);
}
}
}
}
}