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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.