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Unreal Engine C++ API Reference > Developer > ShaderCompilerCommon
References
Module | ShaderCompilerCommon |
Header | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
Include | #include "ShaderCompilerCommon.h" |
Syntax
struct FHlslccHeader
Variables
Type | Name | Description |
---|---|---|
TArray< FAccele... | AccelerationStructures | |
TArray< FInOut ... | Inputs | |
FString | Name | |
uint32[3] | NumThreads | |
TArray< FInOut ... | Outputs | |
TArray< FPacked... | PackedGlobals | TArray |
TArray< FPacked... | PackedUBCopies | |
TArray< FPacked... | PackedUBGlobalCopies | |
TArray< FPacked... | PackedUBs | |
TArray< FSample... | Samplers | |
TArray< FAttrib... | SamplerStates | |
TArray< FUAV > | UAVs | |
TArray< FAttrib... | UniformBlocks |
Constructors
Type | Name | Description |
---|---|---|
FHlslccHeader () |
Destructors
Type | Name | Description |
---|---|---|
~FHlslccHeader () |
Functions
Type | Name | Description |
---|---|---|
bool | ParseCustomHeaderEntries ( const ANSICHAR*& ShaderSource ) | After the standard header, different backends can output their own info. |
bool | Read ( const ANSICHAR*& ShaderSource, int32 SourceLen ) | |
bool | ReadCopies ( const ANSICHAR*& ShaderSource, bool bGlobals, TArray< FPackedUBCopy >& OutCopies ) | |
bool | ReadInOut ( const ANSICHAR*& ShaderSource, TArray< FInOut >& OutAttributes ) |
Classes
Type | Name | Description |
---|---|---|
Public struct | FAccelerationStructure | |
Public struct | FAttribute | |
Public struct | FInOut | |
Public struct | FPackedGlobal | |
Public struct | FPackedUB | Struct FUniform |
Public struct | FPackedUBCopy | |
Public struct | FSampler | |
Public struct | FUAV |