ShaderCompilerCommon

Classes

Name

Description

Public struct

FHlslccHeader

Functions

Name Description

Public function

SHADERCOMPIL...

 

BuildResourceTableMapping

(
    const TMap < FString , FResourceTable ...,
    const TMap < FString , uint32 >& Res...,
    TBitArray <>& UsedUniformBufferSlot...,
    FShaderParameterMap & ParameterMap,
    FShaderCompilerResourceTable & OutS...
)

This function looks for resources specified in ResourceTableMap in the parameter map, adds them to the resource table, and removes them from the parameter map.

Public function

SHADERCOMPIL...

 

BuildResourceTableTokenStream

(
    const TArray < uint32 >& InResource...,
    int32 MaxBoundResourceTable,
    TArray < uint32 >& OutTokenStream
)

Builds a token stream out of the resource map.

Public function

SHADERCOMPIL...

 

CreateCrossCompilerBatchFileContents

(
    const FString & ShaderFile,
    const FString & OutputFile,
    const FString & FrequencySwitch,
    const FString & EntryPoint,
    const FString & VersionSwitch,
    const FString & ExtraArguments
)

Cross compiler support/common functionality.

Public function

SHADERCOMPIL...

 

CreateShaderCompilerWorkerDirectCommandLine

(
    const FShaderCompilerInput & Input
)

Public function

bool

 

CrossCompiler::Match

(
    const ANSICHAR *& Str,
    ANSICHAR Char
)

Public function

bool

 

CrossCompiler::ParseIdentifier

(
    const ANSICHAR *& Str,
    FString & OutStr
)

Public function

bool

 

CrossCompiler::ParseIntegerNumber

(
    const ANSICHAR *& Str,
    T& OutNum
)

Public function

bool

 

CrossCompiler::ParseSignedNumber

(
    const ANSICHAR *& Str,
    int32 & OutNum
)

Public function

**TY...

 

Function()

This function goes through the shader source and converts static struct { TYPE Member; [...] } UniformBuffer = { [...] };

Public function

SHADERCOMPIL...

 

GetNumUniformBuffersUsed

(
    const FShaderCompilerResourceTable ...
)

Finds the number of used uniform buffers in a resource map.

Public function

**SH...

 

RemoveUniformBuffersFromSource

(
    FString & SourceCode
)

Public function

SHADERCOMPIL...

 

RemoveUnusedInputs

(
    FString & InOutSourceCode,
    const TArray < FString >& InUsedInp...,
    FString & InOutEntryPoint,
    TArray < FString >& OutErrors
)

Public function

SHADERCOMPIL...

 

RemoveUnusedOutputs

(
    FString & InOutSourceCode,
    const TArray < FString >& InUsedOut...,
    const TArray < FString >& InExcepti...,
    FString & InOutEntryPoint,
    TArray < FString >& OutErrors
)

Public function

SHADERCOMPIL...

 

StripInstancedStereo

(
    FString & ShaderSource
)

Fall back to using the View uniform buffer directly for platforms that don't support instanced stereo.