IShaderFormat::OutputDebugData

Implement to output debug info for the case where a secondary preprocessed shader was created.

Unreal Engine C++ API Reference > Developer > TargetPlatform > Interfaces > IShaderFormat > OutputDebugData

References

   
Module TargetPlatform
Header /Engine/Source/Developer/TargetPlatform/Public/Interfaces/IShaderFormat.h
Include #include "Interfaces/IShaderFormat.h"
virtual void OutputDebugData
(
    const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input,
    const [FShaderPreprocessOutput](API\Runtime\RenderCore\FShaderPreprocessOutput) & PreprocessOutput,
    const [FShaderPreprocessOutput](API\Runtime\RenderCore\FShaderPreprocessOutput) & SecondaryPreprocessOutput,
    const [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output,
    const [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & SecondaryOutput
) const

Remarks

Implement to output debug info for the case where a secondary preprocessed shader was created. As with the dual-output version of CompilePreprocessedShader this is provided so shader formats can statically distinguish the single and dual output cases. Note that BaseShaderFormat does not provide an implementation of this so it needs to be explicitly implemented by backends which require secondary compilation, even if inheriting from FBaseShaderFormat.


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