Navigation
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 | |
---|---|---|---|
![]() ![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | BuildShaderOutput
(
FShaderCompilerOutput& ShaderOutput, |
Construct the final microcode from the compiled and verified shader source. |
![]() ![]() |
uint32 | CalculateCrossCompilerFlags
(
GLSLVersion Version, |
|
![]() |
void | CompileOffline
(
const FShaderCompilerInput& ShaderInput, |
|
![]() |
void | CompileShader
(
const FShaderCompilerInput& Input, |
Compile a shader for OpenGL on Windows. |
![]() ![]() |
void | ConvertOpenGLVersionFromGLSLVersion
(
GLSLVersion InVersion, |
|
![]() ![]() |
FGlslCodeBackend * | CreateBackend
(
GLSLVersion Version, |
Create the compiling backend |
![]() ![]() |
FGlslLanguageSpec * | CreateLanguageSpec
(
GLSLVersion Version, |
Create the language spec |
![]() ![]() |
void | FillDeviceCapsOfflineCompilation
(
FDeviceCapabilities& Caps, |
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 | Allow subclass to write out different output, returning true if it did write everything it needed | |
![]() ![]() |
bool | 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, |
Based on ShaderVersion decides what platform specific compiler to use |
![]() ![]() |
bool | PlatformSupportsOfflineCompilation
(
const GLSLVersion ShaderVersion |
|
![]() ![]() |
bool | PostProcessShaderSource
(
GLSLVersion Version, |
Allow a subclass to perform additional work on the cross compiled source code. |
![]() |
void | PrecompileShader
(
FShaderCompilerOutput& ShaderOutput, |
Precompile a GLSL shader. |
![]() ![]() |
TSharedPtr< ANSICHAR > | PrepareCodeForOfflineCompilation
(
GLSLVersion ShaderVersion, |
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, |
Set up compilation information like defines and HlslCompileTarget |