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Unreal Engine C++ API Reference > Developer > ShaderCompilerCommon > UE::ShaderCompilerCommon::RemoveDeadCode
References
Module | ShaderCompilerCommon |
Header | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
Include | #include "ShaderCompilerCommon.h" |
Source | /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp |
namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::RemoveDeadCode ( [FString](API\Runtime\Core\Containers\FString) & InOutPreprocessedShaderSource, const [FString](API\Runtime\Core\Containers\FString) & EntryPoint, [TArray](API\Runtime\Core\Containers\TArray)< [FShaderCompilerError](API\Runtime\RenderCore\FShaderCompilerError) > & OutErrors ) } }
Remarks
Rewrites a fully preprocessed shader source code, removing any functions or structs that are not reachable from a given entry point or list of symbols. This is a high-level wrapper for UE::ShaderMinifier that should be used in all shader compiler back-ends for consistency. Any errors encountered during parsing or minification are added to OutErrors. InOutPreprocessedShaderSource is replaced with the rewritten code on success and is kept intact on failure.