Module |
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Header |
/Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h |
Include |
#include "ShaderFormatOpenGL.h" |
class FOpenGLFrontend
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~FOpenGLFrontend() |
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BuildShaderOutput ( |
Construct the final microcode from the compiled and verified shader source. |
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CalculateCrossCompilerFlags ( |
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CompileOffline ( |
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CompileShader ( |
Compile a shader for OpenGL on Windows. |
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ConvertOpenGLVersionFromGLSLVersion ( |
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FGlslCodeBac... |
CreateBackend ( |
Create the compiling backend |
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FGlslLanguag... |
CreateLanguageSpec ( |
Create the language spec |
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FillDeviceCapsOfflineCompilation ( |
Fills device capabilities in 'offline', mostly hardcoded values |
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GetMaxSamplers ( |
What is the max number of samplers the shader platform can use? |
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IsSM5 ( |
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OptionalSerializeOutputAndReturnIfSerialized ( |
Allow subclass to write out different output, returning true if it did write everything it needed |
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OutputTrueParameterNames() |
If true, the shader output map will contain true names (i.e. ColorModifier) instead of helper names for runtime binding (i.e. pb_5) |
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PlatformCompileOffline ( |
Based on ShaderVersion decides what platform specific compiler to use |
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PlatformSupportsOfflineCompilation ( |
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PostProcessShaderSource ( |
Allow a subclass to perform additional work on the cross compiled source code. |
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PrecompileShader ( |
Precompile a GLSL shader. |
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TSharedPtr< ... |
PrepareCodeForOfflineCompilation ( |
Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL() |
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SetupPerVersionCompilationEnvironment ( |
Set up compilation information like defines and HlslCompileTarget |
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SupportsSeparateShaderObjects ( |
Does the given version support SSO? Allows subclasses to device based on it's own format |