void |
BuildShaderOutput ( FShaderCompilerOutput& ShaderOutpu..., const FShaderCompilerInput& Shader..., const ANSICHAR* InShaderSource, int32 SourceLen, GLSLVersion Version ) |
Construct the final microcode from the compiled and verified shader source. |
uint32 |
CalculateCrossCompilerFlags ( GLSLVersion Version, const bool bFullPrecisionInPS, const FShaderCompilerFlags& Compil... ) |
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void |
CompileOffline ( const FShaderCompilerInput& Shader..., FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource ) |
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void |
CompileShader ( const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory, GLSLVersion Version ) |
Compile a shader for OpenGL on Windows. |
void |
ConvertOpenGLVersionFromGLSLVersion ( GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion ) |
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FGlslCodeBac... |
CreateBackend ( GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarg... ) |
Create the compiling backend |
FGlslLanguag... |
CreateLanguageSpec ( GLSLVersion Version, bool bDefaultPrecisionIsHalf ) |
Create the language spec |
void |
FillDeviceCapsOfflineCompilation ( FDeviceCapabilities& Caps, const GLSLVersion ShaderVersion ) |
Fills device capabilities in 'offline', mostly hardcoded values |
uint32 |
GetMaxSamplers ( GLSLVersion Version ) |
What is the max number of samplers the shader platform can use? |
bool |
IsSM5 ( GLSLVersion Version ) |
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bool |
OptionalSerializeOutputAndReturnIfSerialized ( FArchive& Ar ) |
Allow subclass to write out different output, returning true if it did write everything it needed |
bool |
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) |
void |
PlatformCompileOffline ( const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutpu..., const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion ) |
Based on ShaderVersion decides what platform specific compiler to use |
bool |
PlatformSupportsOfflineCompilation ( const GLSLVersion ShaderVersion ) |
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bool |
PostProcessShaderSource ( GLSLVersion Version, EShaderFrequency Frequency, const ANSICHAR* ShaderSource, uint32 SourceLen, FShaderParameterMap& ParameterMap, TMap< FString, FString >& BindingN..., TArray< struct FShaderCompilerError..., const FShaderCompilerInput& Shader... ) |
Allow a subclass to perform additional work on the cross compiled source code. |
void |
PrecompileShader ( FShaderCompilerOutput& ShaderOutpu..., const FShaderCompilerInput& Shader..., const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency ) |
Precompile a GLSL shader. |
TSharedPtr< ... |
PrepareCodeForOfflineCompilation ( GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource ) |
Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL() |
void |
SetupPerVersionCompilationEnvironment ( GLSLVersion Version, FShaderCompilerDefinitions& Additi..., EHlslCompileTarget& HlslCompilerTa... ) |
Set up compilation information like defines and HlslCompileTarget |