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API > API/Runtime > API/Runtime/RenderCore
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/ShaderCodeLibrary.h |
| Include | #include "ShaderCodeLibrary.h" |
Syntax
struct FShaderLibraryCooker
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AddShaderCode
(
EShaderPlatform ShaderPlatform, |
At cook time, add shader code to collection. | |
| void | AddShaderStableKeyValue
(
EShaderPlatform ShaderPlatform, |
At cook time, add the human readable key value information. | |
| bool | AppendFromCompactBinary
(
FCbFieldView Field |
Called On the CookDirector to receive ShaderLibrary contents from a CookWorker | |
| bool | BeginCookingLibrary
(
FString const& Name |
Opens a named library for cooking and sets it as the default. | |
| void | CleanDirectories
(
TArray< FName > const& ShaderFormats |
Clean the cook directories. | |
| void | CookShaderFormats
(
TArray< FShaderFormatDescriptor > const& ShaderFormats |
Specify the shader formats to cook and which ones needs stable keys. Provide an array of FShaderFormatDescriptors. | |
| void | CopyToCompactBinaryAndClear
(
FCbWriter& Writer, |
Called from a CookWorker to send all contents of the ShaderLibrary to the CookDirector | |
| bool | CreatePatchLibrary
(
TArray< FString > const& OldMetaDataDirs, |
Create a smaller 'patch' library that only contains data from 'NewMetaDataDir' not contained in any of 'OldMetaDataDirs'. | |
| void | Dump collected stats for each shader platform. | ||
| void | EndCookingLibrary
(
FString const& Name |
Close a named library. | |
| void | FinishPopulateShaderLibrary
(
const ITargetPlatform* TargetPlatform, |
Finishes collection of data that should be in the named code library. | |
| void | InitForCooking
(
bool bNativeFormat |
Initialize the library cooker. | |
| bool | Whether storing shaders in the shader library is enabled | ||
| bool | NeedsShaderStableKeys
(
EShaderPlatform ShaderPlatform |
We check this early in the callstack to avoid creating a bunch of FName and keys and things we will never save anyway. | |
| bool | SaveShaderLibraryChunk
(
int32 ChunkId, |
Saves a single chunk of the collected shader code (per shader platform). | |
| bool | SaveShaderLibraryWithoutChunking
(
const ITargetPlatform* TargetPlatform, |
Saves collected shader code to a single file per shader platform When chunking is enabled, this call will not write the shader code, only the SCL.CSV file with the stable shader info. | |
| void | Shutdown () |
Shutdown the library cooker. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FShaderFormatDescriptor |