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API > API/Runtime > API/Runtime/RenderCore
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/ShaderCore.h |
| Include | #include "ShaderCore.h" |
Syntax
class FShaderCode
Constructors
| Type | Name | Description | |
|---|---|---|---|
FShaderCode () |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddOptionalData
(
const T& In |
For convenience | |
| void | AddOptionalData
(
uint8 Key, |
Note: we don't hash the optional attachments in GenerateOutputHash() as they would prevent sharing (e.g. many material share the save VS) convenience, silently drops the data if string is too long | |
| void | AddOptionalData
(
uint8 Key, |
Note: we don't hash the optional attachments in GenerateOutputHash() as they would prevent sharing (e.g. many material share the save VS) can be called after the non optional data was stored in ShaderData | |
| void | Compress
(
FName ShaderCompressionFormat, |
||
| void | Adds CustomData or does nothing if that was already done before | ||
| FName | |||
| FOodleDataCompression::ECompressor | |||
| FOodleDataCompression::ECompressionLevel | |||
| const TArray< uint8 > & | For read access, can have additional data attached to the end. Can also be compressed | ||
| int32 | |||
| int32 | |||
| TArray< uint8 > & | Write access for regular microcode: Optional Data must be added AFTER regular microcode and BEFORE Finalize. | ||
| bool | IsCompressed () |