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TensorFlow.Build.cs
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TensorFlow.Build.cs
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class TensorFlow : ModuleRules
{
private string BinariesPath
{
get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../../Binaries/")); }
}
private string ThirdPartyPath
{
get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../../ThirdParty/")); }
}
private string TensorflowThirdParty
{
get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "Tensorflow")); }
}
private string ScriptsPath
{
get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "../../Content/Scripts/")); }
}
public void AddScriptsAsDependencies(ReadOnlyTargetRules Target)
{
if (Target.Platform == UnrealTargetPlatform.Win64)
{
RuntimeDependencies.Add(Path.Combine(ScriptsPath, "..."));
}
}
public TensorFlow(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PrivatePCHHeaderFile = "Private/TensorFlowPrivatePCH.h";
PublicIncludePaths.AddRange(
new string[] {
Path.Combine(ModuleDirectory, "Public"),
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
Path.Combine(ModuleDirectory, "Private"),
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"RHI",
"RenderCore",
"Engine",
"MachineLearningRemote"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Projects"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
AddScriptsAsDependencies(Target);
}
}