| TShaderMap | ||
| FDeferredCleanupInterface
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/MaterialShared.h |
Include |
#include "MaterialShared.h" |
class FMaterialShaderMap :
public TShaderMap< FMaterialShaderMapContent, FShaderMapPointerTable >,
public FDeferredCleanupInterface
The set of material shaders for a single material.
Name | Description | |
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FMaterialShaderMap() |
Name | Description | |
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~FMaterialShaderMap() |
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 material and caches them in this shader map. |
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CompiledSuccessfully() |
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CountNumShaders |
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DumpDebugInfo() |
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FinalizeContent() |
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TRefCountPtr... |
FindId ( |
Finds the shader map for a material. |
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FlushShadersByShaderPipelineType ( |
Removes all entries in the cache with exceptions based on a shader pipeline type |
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FlushShadersByShaderType ( |
Removes all entries in the cache with exceptions based on a shader type |
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FlushShadersByVertexFactoryType ( |
Removes all entries in the cache with exceptions based on a vertex factory type |
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FlushShaderTypes ( |
Flushes the given shader types from any loaded FMaterialShaderMap's. |
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GetAllOutdatedTypes ( |
Gets outdated types from all loaded material shader maps |
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GetCompilingId() |
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const TCHAR ... |
GetDebugDescription() |
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GetEstimatedNumTextureSamples |
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GetEstimatedNumVirtualTextureLookups() |
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const TCHAR ... |
GetFriendlyName() |
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const TCHAR ... |
GetMaterialPath() |
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GetMaxNumInstructionsForShader ( |
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GetMaxTextureSamplers() |
Returns the maximum number of texture samplers used by any shader in this shader map. |
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FMeshMateria... |
GetMeshShaderMap ( |
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FMeshMateria... |
GetMeshShaderMap ( |
Accessors. |
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GetNumRefs() |
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GetNumUsedCustomInterpolatorScalars() |
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GetNumUsedUVScalars() |
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GetNumVirtualTextureStacks() |
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GetRefCount() |
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GetRuntimeVirtualTextureOutputAttributeMask() |
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TShaderRef< ... |
GetShader ( |
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TShaderRef< ... |
GetShader ( |
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TShaderRef< ... |
GetShader ( |
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GetShaderList ( |
Builds a list of the shaders in a shader map. Key is FShaderType::TypeName |
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GetShaderList ( |
Builds a list of the shaders in a shader map. |
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const FMater... |
GetShaderMapBeingCompiled ( |
Finds a shader map currently being compiled that was enqueued for the given material. |
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const FMater... |
GetShaderMapId() |
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GetShaderNum() |
Number of Shaders in Shadermap |
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GetShaderPipelineList ( |
Builds a list of the shader pipelines in a shader map. |
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const FMemor... |
GetShaderSource ( |
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const FUnifo... |
GetUniformExpressionSet() |
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IsCompilationFinalized() |
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IsComplete |
Checks whether the material shader map is missing any shader types necessary for the given material. |
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IsValidForRendering ( |
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LoadForRemoteRecompile ( |
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LoadFromDerivedDataCache ( |
Attempts to load the shader map for the given material from the Derived Data Cache. |
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LoadMissingShadersFromMemory ( |
Attempts to load missing shaders from memory. |
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ModifiesMeshPosition() |
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NeedsGBuffer() |
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NeedsSceneTextures() |
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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 ( |
Registers a material shader map in the global map so it can be used by materials. |
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Release() |
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RemovePendingMaterial ( |
Removes a material from ShaderMapsBeingCompiled. |
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RequiresSceneColorCopy() |
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RestoreShadersFromMemory |
Recreates FShaders from the passed in memory, handling shader key changes. |
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SaveForRemoteRecompile |
Serializes a shader map to an archive (used with recompiling shaders for a remote console) |
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SaveShaderStableKeys ( |
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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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TryToAddToExistingCompilationTask ( |
Checks to see if the shader map is already being compiled for another material, and if so adds the specified material to the list to be applied to once the compile finishes. |
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UsesDistanceCullFade() |
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UsesEyeAdaptation() |
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UsesGlobalDistanceField() |
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UsesPixelDepthOffset() |
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UsesSceneDepthLookup() |
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UsesSceneTexture ( |
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UsesVelocitySceneTexture() |
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UsesWorldPositionOffset() |
Name |
Description |
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Super |
Name |
Description |
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AllMaterialShaderMaps |
All material shader maps in memory. |
GIdToMaterialShaderMap |
A global map from a material's static parameter set to any shader map cached for that material. |
GIdToMaterialShaderMapCS |
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ShaderMapsBeingCompiled |
Tracks material resources and their shader maps that need to be compiled but whose compilation is being deferred. |