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/Engine/Source/Runtime/RenderCore/Public/Shader.h |
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#include "Shader.h" |
class FShaderPipelineType
Binding of a set of shader stages in a single pipeline.
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const FShaderTy... |
AllStages |
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bShouldOptimizeUnusedOutputs |
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TLinkedList< FS... |
GlobalListLink |
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HashedName |
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HashedPrimaryShaderFilename |
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HashIndex |
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const TCHAR ... |
Name |
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Stages |
Pipeline Stages, ordered from lowest (usually PS) to highest (VS). Guaranteed at least one stage (for VS). |
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TypeName |
Name | Description | |
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FShaderPipelineType ( |
Set bShouldOptimizeUnusedOutputs to true if we want unique FShaders for each shader pipeline Set bShouldOptimizeUnusedOutputs to false if the FShaders will point to the individual shaders in the map |
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~FShaderPipelineType() |
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GetFName() |
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const FHashe... |
GetHashedName() |
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const FHashe... |
GetHashedPrimaryShaderFilename() |
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TCHAR const ... |
GetName() |
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GetNameToTypeMap() |
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const FShade... |
GetShader ( |
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const FShade... |
GetShaderPipelineTypeByName ( |
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TArray< cons... |
GetShaderPipelineTypesByFilename ( |
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const TArray... |
GetSortedTypes |
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const FSHAHa... |
GetSourceHash ( |
Calculates a Hash based on this shader pipeline type stages' source code and includes |
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const TArray... |
GetStages() |
Returns an array of valid stages, sorted from PS->GS->DS->HS->VS, no gaps if missing stages. |
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TLinkedList<... |
GetTypeList() |
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HasGeometry() |
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HasPixelShader() |
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HasTessellation() |
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Initialize() |
Initialize static members, this must be called before any shader types are created. |
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IsGlobalTypePipeline() |
Check if this pipeline is built of specific types. |
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IsMaterialTypePipeline() |
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IsMeshMaterialTypePipeline() |
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ShouldOptimizeUnusedOutputs ( |
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Uninitialize() |
Name |
Description |
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bInitialized |