FOpenColorIOTransformResource

[FOpenColorIOTransformResource](API\Plugins\OpenColorIO\FOpenColorIOTransformResource) represents a OpenColorIO color transform to the shader compilation process

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MacOS
Linux

References

Module

OpenColorIO

Header

/Engine/Plugins/Compositing/OpenColorIO/Source/OpenColorIO/Public/OpenColorIOShared.h

Include

#include "OpenColorIOShared.h"

Syntax

class FOpenColorIOTransformResource

Remarks

FOpenColorIOTransformResource represents a OpenColorIO color transform to the shader compilation process

Variables

Name Description

Public variable

FString

 

ShaderCode

Constructors

Name Description

Public function

FOpenColorIOTransformResource()

Minimal initialization constructor.

Destructors

Name Description

Public function Virtual

~FOpenColorIOTransformResource()

Destructor

Functions

Name Description

Public function

void

 

AddCompileId

(
    uint32 InIdentifier
)

Public function

bool

 

CacheShaders

(
    const FOpenColorIOShaderMapId& InS...,
    EShaderPlatform InPlatform,
    bool bApplyCompletedShaderMapForRen...,
    bool bSynchronous
)

Caches the shaders for this color transform with no static parameters on the given platform.

Public function

bool

 

CacheShaders

(
    EShaderPlatform InPlatform,
    bool bApplyCompletedShaderMapForRen...,
    bool bSynchronous
)

Caches the shaders for this color transform with no static parameters on the given platform.

Public function

void

 

CancelCompilation()

Cancels all outstanding compilation jobs

Public function

void

 

DiscardShaderMap()

Discards loaded shader maps if the application can't render

Public function

void

 

FinishCompilation()

Blocks until compilation has completed. Returns immediately if a compilation is not outstanding.

Public function

bool

 

GetColorTransformHLSLSource

(
    FString& OutSource
)

Get OCIO generated source code for the shader

Public function Const

const TArray...

 

GetCompileErrors()

Accessors.

Public function Const

void

 

GetDependentShaderTypes

(
    EShaderPlatform InPlatform,
    TArray< FShaderType* >& OutSh...
)

Public function Const

ERHIFeatureL...

 

GetFeatureLevel()

Public function Const

const FStrin...

 

GetFriendlyName()

Public function Const

FOpenColorIO...

 

GetGameThreadShaderMap()

Public function Const

TShaderRef< ...

 

GetShader()

Public function Const

TShaderRef< ...

 

GetShaderGameThread()

Public function Virtual Const

void

 

GetShaderMapId

(
    EShaderPlatform InPlatform,
    FOpenColorIOShaderMapId& OutId
)

Protected function

void

 

GetShaderMapIDsWithUnfinishedCompilation

(
    TArray< int32 >& OutShaderMapIds
)

Fills the passed array with IDs of shader maps unfinished compilation jobs.

Public function

void

 

Invalidate()

Public function Const

bool

 

IsCompilationFinished()

Checks if the compilation for this shader is finished

Public function Virtual Const

bool

 

IsPersistent()

Should shaders compiled for this color transform be saved to disk?

Public function Const

bool

 

IsSame

(
    const FOpenColorIOShaderMapId& InI...
)

Public function Virtual

void

 

NotifyCompilationFinished()

Called when compilation finishes, after the GameThreadShaderMap is set and the render command to set the RenderThreadShaderMap is queued

Public function

void

 

ReleaseShaderMap()

Releases this color transform's shader map.

Public function

void

 

RemoveOutstandingCompileId

(
    const int32 InOldOutstandingCompile...
)

Public function

void

 

SerializeShaderMap

(
    FArchive& Ar
)

Public function

void

 

SetCompileErrors

(
    const TArray< FString >& InCompile...
)

Public function

void

 

SetCompileErrors

(
    TArray< FString >& InErrors
)

Protected function

void

 

SetFeatureLevel

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Public function

void

 

SetGameThreadShaderMap

(
    FOpenColorIOShaderMap* InShade...
)

Note: SetRenderingThreadShaderMap must also be called with the same value, but from the rendering thread.

Public function

void

 

SetInlineShaderMap

(
    FOpenColorIOShaderMap* InShade...
)

Public function

void

 

SetRenderingThreadShaderMap

(
    FOpenColorIOShaderMap* InShade...
)

Note: SetGameThreadShaderMap must also be called with the same value, but from the game thread.

Public function

void

 

SetupResource

(
    ERHIFeatureLevel::Type InFeatureLev...,
    const FString& InShaderCodeHash,
    const FString& InShadercode,
    const FString& InFriendlyName
)

Public function Virtual Const

bool

 

ShouldCache

(
    EShaderPlatform InPlatform,
    const FShaderType* InShaderTyp...
)

Should the shader for this color transform with the given platform, shader type and vertex factory type combination be compiled

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