ShaderCompilerCommon

Unreal Engine C++ API Reference > Developer

Classes

Type Name Description
Public class FBaseShaderFormat  
Public struct FDebugShaderDataOptions  
Public struct FDiagnosticMessage  
Public struct FDiagnostics  
Public struct FDllHandle  
Public class FDxcModuleWrapper  
Public struct FHlslccHeader  
Public class FHlslccHeaderWriter  
Public struct FHlslShaderModel Shader model version for HLSL input language.
Public struct FMinifiedShader  
Public class FShaderConductorContext Wrapper class to handle interface between UE and ShaderConductor.
Public struct FShaderConductorIdentifierTable Container for all special case SPIR-V identifiers generated by ShaderConductor.
Public class FShaderConductorModuleWrapper  
Public struct FShaderConductorOptions Wrapper structure to pass options descriptor to ShaderConductor.
Public struct FShaderConductorTarget Shader conductor output target descriptor.
Public struct FSpirv Base structure for SPIR-V modules in the shader backends.
Public struct FSpirvReflectBindings Container structure for all SPIR-V reflection resources and in/out attributes.
Public class TSpirvForwardIterator Template forward iterator for SPIR-V instructions.

Constants

Typedefs

Name Description
FSpirvConstIterator  
FSpirvIterator  

Enums

Type Name Description
Public enum CrossCompiler::EShaderConductorIR Intermediate representation languages for ShaderConductor disassembly output.
Public enum CrossCompiler::EShaderConductorLanguage Target high level languages for ShaderConductor output.
Public enum EShaderConductorTarget  
Public enum UE::ShaderMinifier::EMinifyShaderFlags  

Functions

Type Name Description  
void AddNoteToDisplayShaderParameterStructureOnCppSide ( const FShaderParametersMetadata..., FShaderCompilerOutput& CompilerOut... ) Adds a note to CompilerOutput.Error about where the shader parameter structure is on C++ side.  
void AddUnboundShaderParameterError ( const FShaderCompilerInput& Compil..., const FShaderParameterParser& Shad..., const FString& ParameterBindingNam..., FShaderCompilerOutput& CompilerOut... ) Adds an error to CompilerOutput.Error about a shader parameters that could not be bound.  
PRAGMA_DISAB... BuildResourceTableMapping ( const TMap< FString, FResourceTable..., const TMap< FString, FUniformBuffer..., TBitArray<>& UsedUniformBufferSlot..., FShaderParameterMap& ParameterMap, FShaderCompilerResourceTable& OutS... ) No longer supported; use version of function that accepts a FShaderResourceTableMap instead  
bool BuildResourceTableMapping ( const FShaderResourceTableMap& Res..., const TMap< FString, FUniformBuffer..., TBitArray<>& UsedUniformBufferSlot..., FShaderParameterMap& ParameterMap, FShaderCompilerResourceTable& OutS... ) 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.  
void BuildResourceTableTokenStream ( const TArray< uint32 >& InResource..., int32 MaxBoundResourceTable, TArray< uint32 >& OutTokenStream, bool bGenerateEmptyTokenStreamIfNoR... ) Builds a token stream out of the resource map.  
void CompileOfflineMali ( const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutpu..., const ANSICHAR* ShaderSource, const int32 SourceSize, bool bVulkanSpirV, const ANSICHAR* VulkanSpirVEnt... ) Calls 'Mali Offline Compiler' to compile the glsl source code and extract the generated instruction count  
bool ConvertFromFP32ToFP16 ( FString& InOutSourceCode, TArray< FString >& OutErrors )    
bool CrossCompiler::Match ( const TCHAR*& Str, const TCHAR* Sub )    
bool CrossCompiler::Match ( const ANSICHAR*& Str, const ANSICHAR* Sub )    
bool CrossCompiler::Match ( const TCHAR*& Str, ANSICHAR Char )    
bool CrossCompiler::Match ( const ANSICHAR*& Str, ANSICHAR Char )    
bool CrossCompiler::ParseIdentifier ( const ANSICHAR*& Str, FString& OutStr )    
bool CrossCompiler::ParseIdentifier ( const TCHAR*& Str, FString& OutStr )    
bool CrossCompiler::ParseIntegerNumber ( const ANSICHAR*& Str, T& OutNum )    
bool CrossCompiler::ParseIntegerNumber ( const TCHAR*& Str, T& OutNum )    
bool CrossCompiler::ParseSignedNumber ( const TCHAR*& Str, int32& OutNum )    
bool CrossCompiler::ParseSignedNumber ( const ANSICHAR*& Str, int32& OutNum )    
bool CrossCompiler::ParseString ( const TCHAR*& Str, FString& OutStr )    
bool CrossCompiler::ParseString ( const ANSICHAR*& Str, FString& OutStr )    
void CullGlobalUniformBuffers ( const TMap< FString, FUniformBuffer..., FShaderParameterMap& ParameterMap ) Culls global uniform buffer entries from the parameter map.  
void DumpDebugBlobDetail ( IDxcBlob* Blob, const TCHAR* BlobName )    
void DumpDebugShaderBinary ( const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileName, const FString& FileExtension )    
void DumpDebugShaderBinary ( const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension )    
void DumpDebugShaderDisassembledDxil ( const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension )    
void DumpDebugShaderDisassembledSpirv ( const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension )    
void DumpDebugShaderText ( const FShaderCompilerInput& Input, const FString& InSource, const FString& FileExtension )    
void DumpDebugShaderText ( const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileExtension )    
void DumpDebugShaderText ( const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileName, const FString& FileExtension )    
void FindOffsetToSpirvEntryPoint ( const FSpirv& Spirv, const ANSICHAR* EntryPointName, uint32& OutWordOffsetToEntryPoint, uint32& OutWordOffsetToMainName ) Returns word offset to the entry point (OpEntryPoint) and name of the entry point (OpName).  
int16 GetNumUniformBuffersUsed ( const FShaderCompilerResourceTable ... ) Finds the number of used uniform buffers in a resource map.  
void HandleReflectedGlobalConstantBufferMember ( const FString& MemberName, uint32 ConstantBufferIndex, int32 ReflectionOffset, int32 ReflectionSize, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedRootConstantBuffer ( int32 ConstantBufferSize, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedRootConstantBufferMember ( const FShaderCompilerInput& Input, const FShaderParameterParser& Shad..., const FString& MemberName, int32 ReflectionOffset, int32 ReflectionSize, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderResource ( const FString& ResourceName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderResource ( const FString& ResourceName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderResource ( const FString& ResourceName, int32 BindOffset, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderSampler ( const FString& SamplerName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderSampler ( const FString& SamplerName, int32 BindOffset, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderSampler ( const FString& SamplerName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderUAV ( const FString& UAVName, int32 BindOffset, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderUAV ( const FString& UAVName, int32 ReflectionSlot, int32 BindCount, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedShaderUAV ( const FString& UAVName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedUniformBuffer ( const FString& UniformBufferName, int32 ReflectionSlot, int32 BaseIndex, int32 BufferSize, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedUniformBuffer ( const FString& UniformBufferName, int32 ReflectionSlot, int32 BufferSize, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedUniformBuffer ( const FString& UniformBufferName, int32 ReflectionSlot, FShaderCompilerOutput& CompilerOut... )    
void HandleReflectedUniformBufferConstantBufferMember ( int32 UniformBufferSlot, const FString& MemberName, int32 ReflectionOffset, int32 ReflectionSize, FShaderCompilerOutput& CompilerOut... )    
const ANSICH... PatchSpirvEntryPointWithCRC ( FSpirv& Spirv, uint32& OutCRC ) Renames the fixed-size entry point name (which must be "main_00000000_00000000") to the formatted name including a CRC over the module.  
void RemoveUniformBuffersFromSource ( const FShaderCompilerEnvironment& ..., FString& PreprocessedShaderSource ) The cross compiler doesn't yet support struct initializers needed to construct static structs for uniform buffers Replace all uniform buffer struct member references (View.WorldToClip) with a flattened name that removes the struct dependency (View_WorldToClip)  
bool RemoveUnusedInputs ( FString& InOutSourceCode, const TArray< FString >& InUsedInp..., FString& InOutEntryPoint, TArray< FString >& OutErrors )    
bool RemoveUnusedOutputs ( FString& InOutSourceCode, const TArray< FString >& InUsedOut..., const TArray< FString >& InExcepti..., FString& InOutEntryPoint, TArray< FString >& OutErrors )    
void TransformStringIntoCharacterArray ( FString& PreprocessedShaderSource ) Processes TEXT macros.  
EShaderParam... UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix ( FStringView& InName ) Deprecated; use FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix instead  
EShaderParam... UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix ( FString& InName ) Deprecated; use FShaderParameterParser::ParseAndRemoveBindlessParameterPrexix instead  
EShaderParam... UE::ShaderCompilerCommon::ParseParameterType ( FStringView InType, TArrayView< const TCHAR*const ..., TArrayView< const TCHAR*const ... ) Deprecated; use FShaderParameterParser::ParseParameterType instead  
void UE::ShaderCompilerCommon::ParseRayTracingEntryPoint ( const FString& Input, FString& OutMain, FString& OutAnyHit, FString& OutIntersection ) Parses ray tracing shader entry point specification string in one of the following formats: 1) Verbatim single entry point name, e.g. "MainRGS" 2) Complex entry point for ray tracing hit group shaders: a) "closesthit=MainCHS" b) "closesthit=MainCHS anyhit=MainAHS" c) "closesthit=MainCHS anyhit=MainAHS intersection=MainIS" d) "closesthit=MainCHS intersection=MainIS" NOTE: closesthit attribute must always be provided for complex hit group entry points  
bool UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix ( FString& InName ) Deprecated; use FShaderParameterParser::RemoveBindlessParameterPrefix instead  
FStringView UE::ShaderCompilerCommon::RemoveConstantBufferPrefix ( FStringView InName )    
FString UE::ShaderCompilerCommon::RemoveConstantBufferPrefix ( const FString& InName )    
bool UE::ShaderCompilerCommon::RemoveDeadCode ( FString& InOutPreprocessedShaderSo..., TConstArrayView< FStringView > Requ..., TArray< FShaderCompilerError >& Ou... ) 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.  
bool UE::ShaderCompilerCommon::RemoveDeadCode ( FString& InOutPreprocessedShaderSo..., const FString& EntryPoint, TArray< FShaderCompilerError >& Ou... ) 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.  
bool UE::ShaderCompilerCommon::ShouldUseStableConstantBuffer ( const FShaderCompilerInput& Input ) Deprecated; use FShaderCompilerInput::ShouldUseStableContantBuffer directly  
bool UE::ShaderCompilerCommon::ValidatePackedResourceCounts ( FShaderCompilerOutput& Output, const FShaderCodePackedResourceCoun... )    
constexpr bo... UE::ShaderMinifier::operator! ( EMinifyShaderFlags E )    
constexpr EM... UE::ShaderMinifier::operator& ( EMinifyShaderFlags Lhs, EMinifyShaderFlags Rhs )    
EMinifyShade... UE::ShaderMinifier::operator&= ( EMinifyShaderFlags& Lhs, EMinifyShaderFlags Rhs )    
constexpr EM... UE::ShaderMinifier::operator^ ( EMinifyShaderFlags Lhs, EMinifyShaderFlags Rhs )    
EMinifyShade... UE::ShaderMinifier::operator^= ( EMinifyShaderFlags& Lhs, EMinifyShaderFlags Rhs )    
constexpr EM... [UE::ShaderMinifier::operator ](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__operator_3) ( EMinifyShaderFlags Lhs, EMinifyShaderFlags Rhs )  
EMinifyShade... [UE::ShaderMinifier::operator =](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__operator) ( EMinifyShaderFlags& Lhs, EMinifyShaderFlags Rhs )  
constexpr EM... UE::ShaderMinifier::operator~ ( EMinifyShaderFlags E )    
void UpdateStructuredBufferStride ( const FShaderCompilerInput& Input, const FString& ResourceName, uint16 BindPoint, uint16 Stride, FShaderCompilerOutput& CompilerOut... )    
void WriteShaderConductorCommandLine ( const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget Target )    

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