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Cached reference to the location of an in-flight job's FShaderJobData in the FShaderJobDataMap, used by the private FShaderJobCache class.
Caching the reference avoids the need to do additional map lookups to find the entry again, potentially avoiding a lock of the container for the lookup. Heap allocation of blocks is used by the cache to allow map entries to have a persistent location in memory. The persistent memory allows modifications of map entry data for a given job, without needing locks to protect against container resizing.
In-flight jobs and their duplicates reference the same FShaderJobData. Client code should treat this structure as opaque.
| Name | FShaderJobCacheRef |
| Type | struct |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderCompilerJobTypes.h |
| Include Path | #include "ShaderCompilerJobTypes.h" |
Syntax
struct FShaderJobCacheRef
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Block | FShaderJobDataBlock * | Pointer to block the private FShaderJobData is stored in | ShaderCompilerJobTypes.h | |
| DuplicateIndex | int32 | If job is a duplicate, index of pointer to job in DuplicateJobs array in FShaderJobCache, used for clearing the pointer when the in-flight job completes | ShaderCompilerJobTypes.h | |
| IndexInBlock | int32 | Index of FShaderJobData in the block | ShaderCompilerJobTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
ShaderCompilerJobTypes.h |