FOpenGLFrontend

Unreal Engine C++ API Reference > Developer > ShaderFormatOpenGL

References

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

Syntax

class FOpenGLFrontend  

Destructors

Type Name Description
  ~FOpenGLFrontend ()  

Functions

Type Name Description
void BuildShaderOutput ( FShaderCompilerOutput& ShaderOutpu..., const FShaderCompilerInput& Shader..., const ANSICHAR* InShaderSource, int32 SourceLen, GLSLVersion Version ) Construct the final microcode from the compiled and verified shader source.
uint32 CalculateCrossCompilerFlags ( GLSLVersion Version, const bool bFullPrecisionInPS, const FShaderCompilerFlags& Compil... )  
void CompileOffline ( const FShaderCompilerInput& Shader..., FShaderCompilerOutput& Output, const GLSLVersion ShaderVersion, const ANSICHAR* InShaderSource )  
void CompileShader ( const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory, GLSLVersion Version ) Compile a shader for OpenGL on Windows.
void ConvertOpenGLVersionFromGLSLVersion ( GLSLVersion InVersion, int& OutMajorVersion, int& OutMinorVersion )  
FGlslCodeBac... CreateBackend ( GLSLVersion Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarg... ) Create the compiling backend
FGlslLanguag... CreateLanguageSpec ( GLSLVersion Version, bool bDefaultPrecisionIsHalf ) Create the language spec
void FillDeviceCapsOfflineCompilation ( FDeviceCapabilities& Caps, const GLSLVersion ShaderVersion ) Fills device capabilities in 'offline', mostly hardcoded values
uint32 GetMaxSamplers ( GLSLVersion Version ) What is the max number of samplers the shader platform can use?
bool IsSM5 ( GLSLVersion Version )  
bool OptionalSerializeOutputAndReturnIfSerialized ( FArchive& Ar ) Allow subclass to write out different output, returning true if it did write everything it needed
bool OutputTrueParameterNames () If true, the shader output map will contain true names (i.e. ColorModifier) instead of helper names for runtime binding (i.e. pb_5)
void PlatformCompileOffline ( const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutpu..., const ANSICHAR* ShaderSource, const GLSLVersion ShaderVersion ) Based on ShaderVersion decides what platform specific compiler to use
bool PlatformSupportsOfflineCompilation ( const GLSLVersion ShaderVersion )  
bool PostProcessShaderSource ( GLSLVersion Version, EShaderFrequency Frequency, const ANSICHAR* ShaderSource, uint32 SourceLen, FShaderParameterMap& ParameterMap, TMap< FString, FString >& BindingN..., TArray< struct FShaderCompilerError..., const FShaderCompilerInput& Shader... ) Allow a subclass to perform additional work on the cross compiled source code.
void PrecompileShader ( FShaderCompilerOutput& ShaderOutpu..., const FShaderCompilerInput& Shader..., const ANSICHAR* ShaderSource, GLSLVersion Version, EHlslShaderFrequency Frequency ) Precompile a GLSL shader.
TSharedPtr< ... PrepareCodeForOfflineCompilation ( GLSLVersion ShaderVersion, EShaderFrequency Frequency, const ANSICHAR* InShaderSource ) Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL()
void SetupPerVersionCompilationEnvironment ( GLSLVersion Version, FShaderCompilerDefinitions& Additi..., EHlslCompileTarget& HlslCompilerTa... ) Set up compilation information like defines and HlslCompileTarget

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library