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API > API/Runtime > API/Runtime/Engine
| Name | FShaderCompileJobCollection |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
| Include Path | #include "ShaderCompiler.h" |
Syntax
class FShaderCompileJobCollection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShaderCompileJobCollection
(
FCriticalSection& InCompileQueueSection |
ShaderCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| JobsCache | TPimplPtr< FShaderJobCache > | Cache for in flight and completed jobs. | ShaderCompiler.h | |
| PrintStatsCmd | IConsoleObject * | Debugging - console command to print stats. | ShaderCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddToCacheAndProcessPending
(
FShaderCommonCompileJob* FinishedJob |
Adds the job to cache. | ShaderCompiler.h | |
void GetCachingStats
(
FShaderCompilerStats& OutStats |
Retrieve caching statistics. | ShaderCompiler.h | |
int32 GetNumOutstandingJobs() |
ShaderCompiler.h | ||
int32 GetNumPendingJobs () |
ShaderCompiler.h | ||
int32 GetNumPendingJobs
(
EShaderCompileJobPriority InPriority |
ShaderCompiler.h | ||
int32 GetPendingJobs
(
EShaderCompilerWorkerType InWorkerType, |
ShaderCompiler.h | ||
FShaderCompileJob * PrepareJob
(
uint32 InId, |
ShaderCompiler.h | ||
FShaderPipelineCompileJob * PrepareJob
(
uint32 InId, |
ShaderCompiler.h | ||
void ProcessFinishedJob
(
FShaderCommonCompileJob* FinishedJob, |
Called for all completed jobs, including those that were cache hits, duplicates of other in flight jobs, or skipped due to failed preprocessing. | ShaderCompiler.h | |
int32 RemoveAllPendingJobsWithId
(
uint32 InId |
ShaderCompiler.h | ||
void RemoveJob
(
FShaderCommonCompileJob* InJob |
ShaderCompiler.h | ||
void SubmitJobs
(
const TArray< FShaderCommonCompileJobPtr >& InJobs |
ShaderCompiler.h |