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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource& InOutPreprocessedShaderSource, |
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. | ShaderCompilerCommon.h | |
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource& InOutPreprocessedShaderSource, |
ShaderCompilerCommon.h | ||
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource& InOutPreprocessedShaderSource, |
ShaderCompilerCommon.h |
UE::ShaderCompilerCommon::RemoveDeadCode(FShaderSource &, const FString &, TArray< FShaderCompilerError > &)
Description
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. This is a high-level wrapper for UE::ShaderMinifier that should be used in all shader compiler back-ends for consistency. Any errors encountered during parsing or minification are added to OutErrors. InOutPreprocessedShaderSource is replaced with the rewritten code on success and is kept intact on failure.
| Name | UE::ShaderCompilerCommon::RemoveDeadCode |
| Type | function |
| Header File | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
| Include Path | #include "ShaderCompilerCommon.h" |
| Source | /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp |
namespace UE
{
namespace ShaderCompilerCommon
{
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource & InOutPreprocessedShaderSource,
const FString & EntryPoint,
TArray< FShaderCompilerError > & OutErrors
)
}
}
UE::ShaderCompilerCommon::RemoveDeadCode(FShaderSource &, TConstArrayView< FStringView >, TArray< FShaderCompilerError > &)
| Name | UE::ShaderCompilerCommon::RemoveDeadCode |
| Type | function |
| Header File | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
| Include Path | #include "ShaderCompilerCommon.h" |
| Source | /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp |
namespace UE
{
namespace ShaderCompilerCommon
{
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource & InOutPreprocessedShaderSource,
TConstArrayView< FStringView > RequiredSymbols,
TArray< FShaderCompilerError > & OutErrors
)
}
}
UE::ShaderCompilerCommon::RemoveDeadCode(FShaderSource &, const FString &, TConstArrayView< FStringView >, TArray< FShaderCompilerError > &)
| Name | UE::ShaderCompilerCommon::RemoveDeadCode |
| Type | function |
| Header File | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h |
| Include Path | #include "ShaderCompilerCommon.h" |
| Source | /Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderCompilerCommon.cpp |
namespace UE
{
namespace ShaderCompilerCommon
{
bool UE::ShaderCompilerCommon::RemoveDeadCode
(
FShaderSource & InOutPreprocessedShaderSource,
const FString & EntryPoint,
TConstArrayView< FStringView > RequiredSymbols,
TArray< FShaderCompilerError > & OutErrors
)
}
}