FGlslCodeBackend

Generates GLSL compliant code from IR tokens.

Unreal Engine C++ API Reference > Developer > ShaderFormatOpenGL

Inheritance Hierarchy

  • FCodeBackend

References

   
Module ShaderFormatOpenGL
Header /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h
Include #include "GlslBackend.h"

Syntax

struct FGlslCodeBackend : public FCodeBackend  

Remarks

Generates GLSL compliant code from IR tokens.

Variables

Type Name Description
bool bExplicitDepthWrites  

Constructors

Type Name Description
  FGlslCodeBackend ( unsigned int InHlslCompileFlags, EHlslCompileTarget InTarget )  

Functions

Type Name Description
bool AllowsESLanguage ()  
bool AllowsGlobalUniforms () Subclass functionality
bool ApplyAndVerifyPlatformRestrictions ( exec_list* Instructions, _mesa_glsl_parse_state* ParseS..., EHlslShaderFrequency Frequency ) Return false if there were restrictions that made compilation fail.
ir_function_... FindPatchConstantFunction ( exec_list* Instructions, _mesa_glsl_parse_state* ParseS... )  
char * GenerateCode ( exec_list* ir, _mesa_glsl_parse_state* ParseS..., EHlslShaderFrequency Frequency )  
bool GenerateMain ( EHlslShaderFrequency Frequency, const char* EntryPoint, exec_list* Instructions, _mesa_glsl_parse_state* ParseS... ) Generate a GLSL main() function that calls the entry point and handles reading and writing all input and output semantics.
bool WantsPrecisionModifiers ()  

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