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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 () |