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void
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AddReferencedUniformBufferIncludes
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Adds include statements for uniform buffers that this shader type references, and builds a prefix for the shader file with the include statements.
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FVertexFacto...
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CreateShaderParameters
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void
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FlushShaderFileCache
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FName
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GetFName()
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const FHashe...
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GetHashedName()
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const TCHAR ...
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GetName()
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Accessors.
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int32
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GetNumVertexFactoryTypes()
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const TMap< ...
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GetReferencedUniformBufferStructsCache()
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const TCHAR ...
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GetShaderFilename()
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void
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GetShaderParameterElementShaderBindings
( EShaderFrequency ShaderFrequency, const FVertexFactoryShaderParameter..., const FSceneInterface* Scene, const FSceneView* View, const FMeshMaterialShader* Sha..., const EVertexInputStreamType InputS..., ERHIFeatureLevel::Type FeatureLevel, const FVertexFactory* VertexFa..., const FMeshBatchElement& BatchElem..., FMeshDrawSingleShaderBindings& Sha..., FVertexInputStreamArray& VertexStr... )
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const FTypeL...
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GetShaderParameterLayout
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const TArray...
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GetSortedMaterialTypes()
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const FSHAHa...
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GetSourceHash
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Calculates a Hash based on this vertex factory type's source code and includes
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TLinkedList<...
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GetTypeList()
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FVertexFacto...
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GetVFByName
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Finds a FVertexFactoryType by name.
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void
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Initialize
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Initialize FVertexFactoryType static members, this must be called before any VF types are created.
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bool
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IsUsedWithMaterials()
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void
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ModifyCompilationEnvironment
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Calls the function ptr for the shader type on the given environment
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bool
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ShouldCache
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Should we cache the material's shadertype on this platform with this vertex factory?
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bool
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SupportsCachingMeshDrawCommands()
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bool
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SupportsDynamicLighting()
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bool
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SupportsPositionOnly()
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bool
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SupportsPrecisePrevWorldPos()
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bool
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SupportsPrimitiveIdStream()
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bool
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SupportsStaticLighting()
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bool
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SupportsTessellationShaders()
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Does this vertex factory support tessellation shaders?
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void
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Uninitialize()
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Uninitializes FVertexFactoryType cached data.
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void
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ValidateCompiledResult
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