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Unreal Engine C++ API Reference > Developer > ShaderCompilerCommon > BuildResourceTableMapping
References
Module | ShaderCompilerCommon |
Header | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
Include | #include "ShaderCompilerCommon.h" |
Source | /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp |
bool BuildResourceTableMapping ( const [FShaderResourceTableMap](API\Runtime\RenderCore\FShaderResourceTableMap) & ResourceTableMap, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FUniformBufferEntry](API\Runtime\RenderCore\FUniformBufferEntry) > & UniformBufferMap, [TBitArray](API\Runtime\Core\Containers\TBitArray)<> & UsedUniformBufferSlots, [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [FShaderCompilerResourceTable](API\Runtime\RenderCore\FShaderCompilerResourceTable) & OutSRT )
Remarks
This function looks for resources specified in ResourceTableMap in the parameter map, adds them to the resource table, and removes them from the parameter map. If a resource is used from a currently unmapped uniform buffer we allocate a slot for it from UsedUniformBufferSlots. Returns false if there's any internal error.