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API > API/Plugins > API/Plugins/ComputeFramework > API/Plugins/ComputeFramework/UComputeGraph
Each kernel requires an associated FComputeKernelResource object containing the shader resources. Depending on the context (during serialization, editor, cooked game) there may me more than one object. This structure stores them all.
| Name | FComputeKernelResourceSet |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/ComputeFramework/Source/ComputeFramework/Public/ComputeFramework/ComputeGraph.h |
| Include Path | #include "ComputeFramework/ComputeGraph.h" |
Syntax
struct FComputeKernelResourceSet
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedKernelResourcesForCooking | TMap< const class ITargetPlatform *, TArray< TUniquePtr< FComputeKernelResource > > > | Cached resources waiting for serialization during cook. | ComputeFramework/ComputeGraph.h | |
| KernelResourcesByFeatureLevel | TUniquePtr< FComputeKernelResource > | Kernel resource objects stored per feature level. | ComputeFramework/ComputeGraph.h | |
| LoadedKernelResources | TArray< TUniquePtr< FComputeKernelResource > > | Serialized resources waiting for processing during PostLoad(). | ComputeFramework/ComputeGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CancelCompilation() |
ComputeFramework/ComputeGraph.h | ||
FComputeKernelResource const * Get() |
Get the appropriate kernel resource for rendering. | ComputeFramework/ComputeGraph.h | |
FComputeKernelResource * GetOrCreate () |
Get the appropriate kernel resource for rendering. | ComputeFramework/ComputeGraph.h | |
void ProcessSerializedShaderMaps() |
Apply shader maps found in Serialize(). Call this from PostLoad(). | ComputeFramework/ComputeGraph.h | |
void Reset() |
Release all resources. | ComputeFramework/ComputeGraph.h | |
void Serialize
(
FArchive& Ar |
Serialize the resources including the shader maps. | ComputeFramework/ComputeGraph.h |