57 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
/*
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* Copyright (c) 2020 - 2024 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 DLSSBlueprint : ModuleRules
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{
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	protected virtual bool IsSupportedPlatform(ReadOnlyTargetRules Target)
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	{
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		return Target.Platform.IsInGroup(UnrealPlatformGroup.Windows);
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	}
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	public DLSSBlueprint(ReadOnlyTargetRules Target) : base(Target)
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	{
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		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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		PrivateDependencyModuleNames.AddRange(
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			new string[]
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			{
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				"Core",
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				"CoreUObject",
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				"Engine",
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				"RenderCore",
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				"Renderer",
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				"Projects",
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			}
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		);
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		bool bPlatformSupportsDLSS = IsSupportedPlatform(Target);
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		PublicDefinitions.Add("WITH_DLSS=" + (bPlatformSupportsDLSS ? '1' : '0'));
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		if (bPlatformSupportsDLSS)
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		{ 
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			PrivateDependencyModuleNames.AddRange(
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				new string[]
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				{
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					"NGX",
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					"NGXRHI",
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					"DLSS",
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				}
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			);
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		}
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	}
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}
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