public ModuleProcessingException(STBuildModule Module, Exception InnerException)
     : base(string.Format("Exception thrown while processing dependent modules of {0}", Module.Name), InnerException)
 {
 }
Beispiel #2
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 /** Registers a module with this target. */
 public void RegisterModule(STBuildModule Module)
 {
     Debug.Assert(Module.Target == this);
     Modules.Add(Module.Name, Module);
 }
Beispiel #3
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 /**
  *	Modify the newly created module passed in for this platform.
  *	This is not required - but allows for hiding details of a
  *	particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  */
 public virtual void ModifyNewlyLoadedModule(STBuildModule InModule, TargetInfo Target)
 {
 }
Beispiel #4
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        public override void ModifyNewlyLoadedModule(STBuildModule InModule, TargetInfo Target)
        {
            if ((Target.Platform == STTargetPlatform.Win32) || (Target.Platform == STTargetPlatform.Win64))
            {
                bool bBuildShaderFormats = STBuildConfiguration.bForceBuildShaderFormats;

                if (!STBuildConfiguration.bBuildRequiresCookedData)
                {
                    if (InModule.ToString() == "TargetPlatform")
                    {
                        bBuildShaderFormats = true;
                    }
                }

                // allow standalone tools to use target platform modules, without needing Engine
                if (STBuildConfiguration.bForceBuildTargetPlatforms)
                {
                    InModule.AddDynamicallyLoadedModule("WindowsTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsNoEditorTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsServerTargetPlatform");
                    InModule.AddDynamicallyLoadedModule("WindowsClientTargetPlatform");
                }

                if (bBuildShaderFormats)
                {
                    InModule.AddDynamicallyLoadedModule("ShaderFormatD3D");
                    InModule.AddDynamicallyLoadedModule("ShaderFormatOpenGL");
                }

                if (InModule.ToString() == "D3D11RHI")
                {
                    // To enable platform specific D3D11 RHI Types
                    InModule.AddPrivateIncludePath("Runtime/Windows/D3D11RHI/Private/Windows");
                }
            }
        }
Beispiel #5
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 /**
  *	Allow all registered build platforms to modify the newly created module
  *	passed in for the given platform.
  *	This is not required - but allows for hiding details of a particular platform.
  *
  *	@param	InModule		The newly loaded module
  *	@param	Target			The target being build
  *	@param	Only			If this is not unknown, then only run that platform
  */
 public static void PlatformModifyNewlyLoadedModule(STBuildModule InModule, TargetInfo Target, STTargetPlatform Only = STTargetPlatform.Unknown)
 {
     foreach (var PlatformEntry in BuildPlatformDictionary)
     {
         if (Only == STTargetPlatform.Unknown || PlatformEntry.Key == Only || PlatformEntry.Key == Target.Platform)
         {
             PlatformEntry.Value.ModifyNewlyLoadedModule(InModule, Target);
         }
     }
 }