dlss is not active. FSR is standart mode force active. We will make the arrangements together with Gurkan
57 lines
1.3 KiB
C#
57 lines
1.3 KiB
C#
/*
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* Copyright (c) 2020 - 2025 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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