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The output of the shader compiler. Bump UE_SHADER_CACHE_VERSION and ShaderCompileWorkerOutputVersion if FShaderCompilerOutput changes
| Name | FShaderCompilerOutput |
| Type | struct |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderCompilerCore.h |
| Include Path | #include "ShaderCompilerCore.h" |
Syntax
struct FShaderCompilerOutput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ShaderCompilerCore.h | |||
PRAGMA_DISABLE_DEPRECATION_WARNINGS FShaderCompilerOutput
(
FShaderCompilerOutput&& |
Explicitly-defaulted copy/move ctors & assignment operators are needed temporarily due to deprecation of bSerializeModifiedSource field. | ShaderCompilerCore.h | |
FShaderCompilerOutput
(
const FShaderCompilerOutput& |
ShaderCompilerCore.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSerializeModifiedSource | bool | ShaderCompilerCore.h | ||
| bSerializingForCache | bool | ShaderCompilerCore.h | ||
| bSucceeded | bool | ShaderCompilerCore.h | ||
| bSupportsQueryingUsedAttributes | bool | ShaderCompilerCore.h | ||
| CompileTime | double | ShaderCompilerCore.h | ||
| Errors | TArray< FShaderCompilerError > | ShaderCompilerCore.h | ||
| ModifiedEntryPointName | FString | Use this field to store the entry point name if it's modified as part of the shader format's compilation process. | ShaderCompilerCore.h | |
| ModifiedShaderSource | FString | Use this field to store the shader source code if it's modified as part of the shader format's compilation process. | ShaderCompilerCore.h | |
| NumInstructions | uint32 | ShaderCompilerCore.h | ||
| NumTextureSamplers | uint32 | ShaderCompilerCore.h | ||
| OutputHash | FSHAHash | ShaderCompilerCore.h | ||
| ParameterMap | FShaderParameterMap | ShaderCompilerCore.h | ||
| ParametersSRVTypeToValidate | TArray< FShaderCodeValidationType > | ShaderCompilerCore.h | ||
| ParametersStrideToValidate | TArray< FShaderCodeValidationStride > | ShaderCompilerCore.h | ||
| ParametersUAVTypeToValidate | TArray< FShaderCodeValidationType > | ShaderCompilerCore.h | ||
| ParametersUBSizeToValidate | TArray< FShaderCodeValidationUBSize > | ShaderCompilerCore.h | ||
| PlatformDebugData | TArray< uint8 > | ShaderCompilerCore.h | ||
| PreprocessTime | double | ShaderCompilerCore.h | ||
| ShaderCode | FShaderCode | ShaderCompilerCore.h | ||
| ShaderDiagnosticDatas | TArray< FShaderDiagnosticData > | ShaderCompilerCore.h | ||
| ShaderStatistics | TArray< FGenericShaderStat > | ShaderCompilerCore.h | ||
| Target | FShaderTarget | ShaderCompilerCore.h | ||
| UsedAttributes | TArray< FString > | ShaderCompilerCore.h | ||
| ValidateInputHash | FShaderCompilerInputHash | ShaderCompilerCore.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddStatistic
(
const TCHAR* Name, |
ShaderCompilerCore.h | ||
void CompressOutput
(
FName ShaderCompressionFormat, |
Calls GenerateOutputHash() before the compression, replaces FShaderCode with the compressed data (if compression result was smaller). | ShaderCompilerCore.h | |
void GenerateOutputHash() |
Generates OutputHash from the compiler output. | ShaderCompilerCore.h | |
const FShaderCodeResource & GetFinalizedCodeResource() |
ShaderCompilerCore.h | ||
void SerializeShaderCodeValidation() |
Add optional data in ShaderCode to perform additional shader input validation at runtime | ShaderCompilerCore.h | |
void SerializeShaderDiagnosticData() |
Add optional diagnostic data in ShaderCode to perform assert translation at runtime | ShaderCompilerCore.h | |
void SetCodeFromResource
(
FShaderCodeResource&& Resource |
ShaderCompilerCore.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ShaderCompilerCore.h | |||
FShaderCompilerOutput & operator=
(
const FShaderCompilerOutput& |
ShaderCompilerCore.h |