FShaderCompilerInput

Struct that gathers all readonly inputs needed for the compilation of a single shader.

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References

Module

RenderCore

Header

/Engine/Source/Runtime/RenderCore/Public/ShaderCompilerCore.h

Include

#include "ShaderCompilerCore.h"

Syntax

struct FShaderCompilerInput

Remarks

Struct that gathers all readonly inputs needed for the compilation of a single shader.

Variables

Name Description

Public variable

bool

 

bCompilingForShaderPipeline

Shader pipeline information.

Public variable

bool

 

bGenerateDirectCompileFile

Public variable

bool

 

bIncludeUsedOutputs

Public variable

bool

 

bSkipPreprocessedCache

Skips the preprocessor and instead loads the usf file directly.

Public variable

FName

 

CompressionFormat

Public variable

FString

 

DebugDescription

Description of the configuration used when compiling.

Public variable

FString

 

DebugExtension

Public variable

FString

 

DebugGroupName

Materialname or "Global" "for debugging and better error messages

Public variable

FString

 

DumpDebugInfoPath

Only used if enabled by r.DumpShaderDebugInfo (platform/groupname) e.g. ""

Public variable

FString

 

DumpDebugInfoRootPath

Dump debug path (up to platform) e.g. "D:/Project/Saved/ShaderDebugInfo/PCD3D_SM5".

Public variable

FString

 

EntryPointName

Public variable

FShaderCompiler...

 

Environment

Compilation Environment.

Public variable

FExtraShaderCom...

 

ExtraSettings

Additional compilation settings that can be filled by FMaterial::SetupExtaCompilationSettingsFMaterial::SetupExtaCompilationSettings is usually called by each (*)MaterialShaderType::BeginCompileShader() function

Public variable

FOodleDataCompr...

 

OodleCompressor

Oodle-specific compression algorithm - used if CompressionFormat is set to NAME_Oodle.

Public variable

FOodleDataCompr...

 

OodleLevel

Oodle-specific compression level - used if CompressionFormat is set to NAME_Oodle.

Public variable

const FShaderPa...

 

RootParametersStructure

The root of the shader parameter structures / uniform buffers bound to this shader to generate shader resource table from.

Public variable

FName

 

ShaderFormat

Public variable

FString

 

ShaderName

Public variable

TRefCountPtr< F...

 

SharedEnvironment

Public variable

FString

 

SourceFilePrefix

Public variable

FShaderTarget

 

Target

Public variable

TArray< FString...

 

UsedOutputs

Public variable

FString

 

VirtualSourceFilePath

Constructors

Name Description

Public function

FShaderCompilerInput()

Functions

Name Description

Public function

void

 

DeserializeSharedInputs

(
    FArchive& Ar,
    const TMap< FString, FThreadSafeSha...,
    const TArray< FShaderCompilerEnviro...,
    const TArray< TUniquePtr< FShaderPa...
)

Public function

void

 

GatherSharedInputs

(
    TMap< FString, FString >& External...,
    TArray< TRefCountPtr< FSharedShader...,
    TArray< const FShaderParametersMeta...
)

Public function Const

FString

 

GenerateShaderName()

Generate human readable name for debugging

Public function Const

FString

 

GetSourceFilename()

Public function Const

bool

 

IsRayTracingShader()

Public function

void

 

SerializeSharedInputs

(
    FArchive& Ar,
    const TArray< TRefCountPtr< FShared...,
    const TArray< const FShaderParamete...
)