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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).