/* * 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. */ #include "DLSSUtility.h" #include "Modules/ModuleManager.h" #include "Interfaces/IPluginManager.h" #include "ShaderCore.h" #define LOCTEXT_NAMESPACE "FDLSSUtilityModule" void FDLSSUtilityModule::StartupModule() { FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("DLSS"))->GetBaseDir(), TEXT("Shaders")); AddShaderSourceDirectoryMapping(TEXT("/Plugin/DLSS"), PluginShaderDir); } void FDLSSUtilityModule::ShutdownModule() { } #undef LOCTEXT_NAMESPACE IMPLEMENT_MODULE(FDLSSUtilityModule, DLSSUtility)