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API > API/Runtime > API/Runtime/RenderCore
| Name | FShaderCompilerResourceTable |
| Type | struct |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderCompilerCore.h |
| Include Path | #include "ShaderCompilerCore.h" |
Syntax
struct FShaderCompilerResourceTable
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShaderCompilerResourceTable() |
ShaderCompilerCore.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaxBoundResourceTable | uint32 | The max index of a uniform buffer from which resources are bound. | ShaderCompilerCore.h | |
| ResourceCollectionMap | TArray< uint32 > | Mapping of bound respource collections to their location in resource tables. | ShaderCompilerCore.h | |
| ResourceTableBits | uint32 | Bits indicating which resource tables contain resources bound to this shader. | ShaderCompilerCore.h | |
| ResourceTableLayoutHashes | TArray< uint32 > | Hash of the layouts of resource tables at compile time, used for runtime validation. | ShaderCompilerCore.h | |
| SamplerMap | TArray< uint32 > | Mapping of bound sampler states to their location in resource tables. | ShaderCompilerCore.h | |
| ShaderResourceViewMap | TArray< uint32 > | Mapping of bound SRVs to their location in resource tables. | ShaderCompilerCore.h | |
| TextureMap | TArray< uint32 > | Mapping of bound Textures to their location in resource tables. | ShaderCompilerCore.h | |
| UnorderedAccessViewMap | TArray< uint32 > | Mapping of bound UAVs to their location in resource tables. | ShaderCompilerCore.h |