/* * Copyright (c) 2020 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. */ using UnrealBuildTool; using System.IO; public class DLSSBlueprint : ModuleRules { protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target) { return Target.Platform == UnrealTargetPlatform.Win64; } public DLSSBlueprint(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PrivateDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "Renderer", "Projects", } ); // for ITemporalUpscaler in PostProcess/TemporalAA.h PrivateIncludePaths.AddRange( new string[] { EngineDirectory + "/Source/Runtime/Renderer/Private", // ... add other private include paths required here ... } ); bool bPlatformSupportsDLSS = IsSupportedPlatform(Target); PublicDefinitions.Add("WITH_DLSS=" + (bPlatformSupportsDLSS ? '1' : '0')); if (bPlatformSupportsDLSS) { PublicIncludePaths.AddRange( new string[] { Path.Combine(ModuleDirectory, "../DLSS/Public"), } ); PrivateIncludePaths.AddRange( new string[] { Path.Combine(EngineDirectory,"Source/Runtime/Renderer/Private"), Path.Combine(ModuleDirectory, "../DLSS/Private") } ); PublicDependencyModuleNames.AddRange( new string[] { } ); PrivateDependencyModuleNames.AddRange( new string[] { "NGX", "NGXRHI", "DLSS", } ); } } }