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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FODSCManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddThreadedShaderPipelineRequest
(
EShaderPlatform ShaderPlatform, |
ODSC/ODSCManager.h | ||
void AddThreadedShaderPipelineRequest
(
EShaderPlatform ShaderPlatform, |
Add a request to compile a pipeline of shaders. | ODSC/ODSCManager.h |
AddThreadedShaderPipelineRequest(EShaderPlatform, ERHIFeatureLevel::Type, EMaterialQualityLevel::Type, const FString &, const FString &, const FString &, const TArray< FString > &, int32)
| Name | AddThreadedShaderPipelineRequest |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ODSC/ODSCManager.h |
| Include Path | #include "ODSC/ODSCManager.h" |
void AddThreadedShaderPipelineRequest
(
EShaderPlatform ShaderPlatform,
ERHIFeatureLevel::Type FeatureLevel,
EMaterialQualityLevel::Type QualityLevel,
const FString & MaterialName,
const FString & VertexFactoryName,
const FString & PipelineName,
const TArray < FString > & ShaderTypeNames,
int32 PermutationId
)
AddThreadedShaderPipelineRequest(EShaderPlatform, ERHIFeatureLevel::Type, EMaterialQualityLevel::Type, const FMaterial *, const FString &, const FString &, const TArray< FString > &, int32, const TArray< FShaderId > &)
Description
Add a request to compile a pipeline of shaders. The results are submitted and processed in an async manner.
| Name | AddThreadedShaderPipelineRequest |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ODSC/ODSCManager.h |
| Include Path | #include "ODSC/ODSCManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ODSC/ODSCManager.cpp |
void AddThreadedShaderPipelineRequest
(
EShaderPlatform ShaderPlatform,
ERHIFeatureLevel::Type FeatureLevel,
EMaterialQualityLevel::Type QualityLevel,
const FMaterial * Material,
const FString & VertexFactoryName,
const FString & PipelineName,
const TArray < FString > & ShaderTypeNames,
int32 PermutationId,
const TArray < FShaderId > & RequestShaderIds
)
false if no longer needs ticking
Parameters
| Name | Remarks |
|---|---|
| ShaderPlatform | Which shader platform to compile for. |
| FeatureLevel | Which feature level to compile for. |
| QualityLevel | Which material quality level to compile for. |
| MaterialName | The name of the material to compile. |
| VertexFactoryName | The name of the vertex factory type we should compile. |
| PipelineName | The name of the shader pipeline we should compile. |
| ShaderTypeNames | The shader type names of all the shader stages in the pipeline. |
| PermutationId | The permutation ID of the shader we should compile. |