Navigation
Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
Include | #include "ShaderCompiler.h" |
Syntax
class FShaderCompilerStats
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | AddDDCHit
(
uint32 NumHits |
|
![]() |
void | AddDDCMiss
(
uint32 NumMisses |
|
![]() |
void | GatherAnalytics
(
const FString& BaseName, |
|
![]() ![]() |
uint32 | GetDDCHits () |
|
![]() ![]() |
uint32 | GetDDCMisses () |
|
![]() |
const TSparseArray< ShaderCompilerStats > & | ||
![]() |
double | ||
![]() |
uint32 | ||
![]() |
void | RegisterAssignedJob
(
FShaderCommonCompileJob& InOutJob |
Marks the job as given out to a worker for execution for the stats purpose. |
![]() |
void | RegisterCompiledShaders
(
uint32 NumPermutations, |
A dynamically sizeable string. |
![]() |
void | RegisterCookedShaders
(
uint32 NumCooked, |
|
![]() |
void | RegisterFinishedJob
(
FShaderCommonCompileJob& InOutJob |
Marks the job as finished for the stats purpose. |
![]() |
void | RegisterJobBatch
(
int32 NumJobs, |
Informs statistics about a new job batch, so we can tally up batches. |
![]() |
void | RegisterLocalWorkerIdleTime
(
double IdleTime |
Informs statistics about a time a local ShaderCompileWorker spent idle. |
![]() |
void | RegisterNewPendingJob
(
FShaderCommonCompileJob& InOutJob |
Lets the stats to know about a newly added job. |
![]() |
void | WriteStats
(
FOutputDevice* Ar |
|
![]() |
void |
Classes
Type | Name | Description | |
---|---|---|---|
![]() |
FShaderCompilerSinglePermutationStat | ||
![]() |
FShaderStats | ||
![]() |
FShaderTimings | Structure used to describe compiling time of a shader type (for all the instances of it that we have seen). |
Enums
Type | Name | Description | |
---|---|---|---|
![]() |
EExecutionType |
Typedefs
Name | Description |
---|---|
ShaderCompilerStats |