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2022-09-18 00:48:56 +02:00

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C++

/*
* 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)