void |
AppendToKeyString ( FString& KeyString ) |
Appends shader key text to the provided key string for use in DDC unique key construction. |
bool |
CanCompileBinaryShaders () |
Can the shader format compile shaders to the native binary format for the platform. |
bool |
CanStripShaderCode ( bool const bNativeFormat ) |
Can this shader format strip shader code for packaging in a shader library? |
void |
CompilePreprocessedShader ( const FShaderCompilerInput& Input, const FShaderPreprocessOutput& Pri..., const FShaderPreprocessOutput& Sec..., FShaderCompilerOutput& PrimaryOutp..., FShaderCompilerOutput& SecondaryOu..., const FString& WorkingDirectory ) |
Compile the specified preprocessed shaders; only called if SupportsIndependentPreprocessing returns true, and the call to RequiresSecondaryCompile given the first preprocess output also returns true. |
void |
CompilePreprocessedShader ( const FShaderCompilerInput& Input, const FShaderPreprocessOutput& Pre..., FShaderCompilerOutput& Output, const FString& WorkingDirectory ) |
Compile the specified preprocessed shader; only called if SupportsIndependentPreprocessing returns true |
void |
CompileShader ( FName Format, const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory ) |
Compile the specified shader. Only called if SupportsIndependentPreprocessing returns false. |
bool |
CreateShaderArchive ( FString const& LibraryName, FName ShaderFormatAndShaderPlatform..., const FString& WorkingDirectory, const FString& OutputDir, const FString& DebugOutputDir, const FSerializedShaderArchive& Se..., const TArray< TArray< uint8 >>& Sh..., TArray< FString >* OutputFiles ) |
Create a format specific archive for precompiled shader code. |
int32 |
GetPackedShaderKey () |
Virtual function that can be implemented by backends which require secondary compilation to specify a unique "key" identifier for the packing scheme (for validation in the runtime at load). |
const TCHAR ... |
GetPlatformIncludeDirectory () |
Returns name of directory with platform specific shaders. |
void |
GetSupportedFormats ( TArray< FName >& OutFormats ) |
Gets the list of supported formats. |
uint32 |
GetVersion ( FName Format ) |
Gets the current version of the specified shader format. |
void |
ModifyShaderCompilerInput ( FShaderCompilerInput& Input ) |
Called before a shader is compiled to allow the platform shader format to modify the shader compiler input, e.g. by adding console variable values relevant to shader compilation on that platform. |
void |
NotifyShaderCompiled ( const TConstArrayView< uint8 >& Pl..., FName Format ) |
Called when a shader resource is cooked, so the shader format can perform platform-specific operations on the debug data. |
void |
NotifyShaderCompilersShutdown ( FName Format ) |
Called at the end of a cook to free resources and finalize artifacts created during the cook. |
void |
OutputDebugData ( const FShaderCompilerInput& Input, const FShaderPreprocessOutput& Pre..., const FShaderCompilerOutput& Outpu... ) |
Implement to output debug info for a single compile job; only called if SupportsIndependentPreprocessing returns true. |
void |
OutputDebugData ( const FShaderCompilerInput& Input, const FShaderPreprocessOutput& Pre..., const FShaderPreprocessOutput& Sec..., const FShaderCompilerOutput& Outpu..., const FShaderCompilerOutput& Secon... ) |
Implement to output debug info for the case where a secondary preprocessed shader was created. |
bool |
PreprocessShader ( const FShaderCompilerInput& Input, const FShaderCompilerEnvironment& ..., FShaderPreprocessOutput& Preproces... ) |
Executes all shader preprocessing steps; only called if SupportsIndependentPreprocessing returns true |
bool |
RequiresSecondaryCompile ( const FShaderCompilerInput& Input, const FShaderCompilerEnvironment& ..., const FShaderPreprocessOutput& Pre... ) |
Predicate which should return true if a second preprocess & compilation is required given the initial preprocess output. |
bool |
StripShaderCode ( TArray< uint8 >& Code, FString const& DebugOutputDir, bool const bNative ) |
Strips the shader bytecode provided of any unnecessary optional data elements when archiving shaders into the shared library. |
bool |
SupportsIndependentPreprocessing () |
Return true if preprocessing for this format can be executed independent of compilation (i.e. the format has an implementation of the PreprocessShader function). |
bool |
SupportsShaderArchives () |
Whether this shader format supports a format-specific archive for precompiled shader code. |