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Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors
| Name | FPSOPrecacheData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/PSOPrecache.h |
| Include Path | #include "PSOPrecache.h" |
Syntax
struct FPSOPrecacheData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPSOPrecacheData() |
PSOPrecache.h |
Enums
Public
| Name | Remarks |
|---|---|
| EType |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRequired | bool | Is the PSO required to be able render the object or can it provide a fallback path (proxy creation won't wait for these PSOs if enabled) | PSOPrecache.h | |
| ComputeShader | FRHIComputeShader * | PSOPrecache.h | ||
| FPSOPrecacheData | union FPSOPrecacheData | PSOPrecache.h | ||
| GraphicsPSOInitializer | FGraphicsPipelineStateInitializer | PSOPrecache.h | ||
| ShaderPreloadData | FShaderPreloadData | PSOPrecache.h | ||
| Type | EType | PSOPrecache.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetComputeShader
(
const TShaderRef< FShader >& InComputeShader |
PSOPrecache.h |