FShaderConductorContext::CompileSpirvToSourceBuffer

Compiles the specified SPIR-V shader binary code to high level source code (Metal or GLSL) stored as byte buffer (without null terminator as it comes from ShaderConductor).

Unreal Engine C++ API Reference > Developer > ShaderCompilerCommon > FShaderConductorContext

References

   
Module ShaderCompilerCommon
Header /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderConductorContext.h
Include #include "ShaderConductorContext.h"
Source /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderConductorContext.cpp
bool CompileSpirvToSourceBuffer
(
    const [FShaderConductorOptions](API\Developer\ShaderCompilerCommon\FShaderConductorOptions) & Options,
    const [FShaderConductorTarget](API\Developer\ShaderCompilerCommon\FShaderConductorTarget) & Target,
    const void * InSpirv,
    uint32 InSpirvByteSize,
    const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const void *Data, uint32 Size)> & OutputCallback
)

Remarks

Compiles the specified SPIR-V shader binary code to high level source code (Metal or GLSL) stored as byte buffer (without null terminator as it comes from ShaderConductor).


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