| TShaderMap | ||
| FDeferredCleanupInterface
|
Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/NiagaraShader/Public/NiagaraShared.h |
Include |
#include "NiagaraShared.h" |
class FNiagaraShaderMap :
public TShaderMap< FNiagaraShaderMapContent, FNiagaraShaderMapPointerTable >,
public FDeferredCleanupInterface
The set of shaders for a single script.
Name | Description | |
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FNiagaraShaderMap() |
Name | Description | |
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~FNiagaraShaderMap() |
Destructor. |
Name | Description | ||
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AddRef() |
Reference counting. |
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BackupShadersToMemory() |
Backs up any FShaders in this shader map to memory through serialization and clears FShader references. |
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Compile ( |
Compiles the shaders for a script and caches them in this shader map. |
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CompiledSuccessfully() |
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FNiagaraShad... |
FindId ( |
Finds the shader map for a script. Finds the shader map for a script. |
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FlushShadersByShaderType ( |
Removes all entries in the cache with exceptions based on a shader type |
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FlushShaderTypes ( |
Flushes the given shader types from any loaded FNiagaraShaderMaps. |
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GetCompilingId() |
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GetCompilingId() |
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const FMemor... |
GetDebugDescription() |
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const FMemor... |
GetFriendlyName() |
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GetInFlightShaderMaps() |
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GetMaxTextureSamplers() |
Returns the maximum number of texture samplers used by any shader in this shader map. |
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GetNumRefs() |
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TNiagaraShad... |
GetShader() |
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TNiagaraShad... |
GetShader ( |
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GetShaderList ( |
Builds a list of the shaders in a shader map. |
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const FNiaga... |
GetShaderMapBeingCompiled ( |
Finds a shader map currently being compiled that was enqueued for the given script. |
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const FNiaga... |
GetShaderMapId() |
Accessors. |
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EShaderPlatf... |
GetShaderPlatform() |
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IsCompilationFinalized() |
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IsComplete ( |
Checks whether the shader map is missing any shader types necessary for the given script. |
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IsValid() |
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LoadFromDerivedDataCache ( |
Attempts to load the shader map for the given script from the Derived Data Cache. |
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LoadMissingShadersFromMemory ( |
Attempts to load missing shaders from memory. |
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ProcessCompilationResults ( |
Sorts the incoming compiled jobs into the appropriate mesh shader maps, and finalizes this shader map so that it can be used for rendering. |
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Register ( |
Builds a list of the shader pipelines in a shader map. |
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Release() |
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RemovePendingMap ( |
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RemovePendingScript ( |
Removes a Script from NiagaraShaderMapsBeingCompiled. |
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RestoreShadersFromMemory |
Recreates FShaders from the passed in memory, handling shader key changes. |
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SaveToDerivedDataCache() |
Saves this shader map to the derived data cache. |
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Serialize |
Serializes the shader map. |
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SetCompiledSuccessfully ( |
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TryToAddToExistingCompilationTask ( |
Checks to see if the shader map is already being compiled for another script, and if so adds the specified script to the list to be applied to once the compile finishes. |
Name |
Description |
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Super |
Name |
Description |
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AllNiagaraShaderMaps |
All script shader maps in memory. |
GIdToNiagaraShaderMap |
A global map from a script's ID and static switch set to any shader map cached for that script. |
NiagaraShaderMapsBeingCompiled |
Tracks resources and their shader maps that need to be compiled but whose compilation is being deferred. |