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API > API/Runtime > API/Runtime/RenderCore
| Name | FShaderMapBase |
| Type | class |
| Header File | /Engine/Source/Runtime/RenderCore/Public/Shader.h |
| Include Path | #include "Shader.h" |
Syntax
class FShaderMapBase
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShaderMapBase() |
Shader.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FShaderMapBase() |
Shader.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssociatedAssets | FShaderMapAssetPaths | List of the assets that are using this shadermap. | Shader.h | |
| Code | TRefCountPtr< FShaderMapResourceCode > | Shader.h | ||
| Content | TMemoryImageObject< FShaderMapContent > | Shader.h | ||
| NumFrozenShaders | uint32 | Shader.h | ||
| PermutationFlags | EShaderPermutationFlags | Shader.h | ||
| PointerTable | FShaderMapPointerTable * | Shader.h | ||
| Resource | TRefCountPtr< FShaderMapResource > | Shader.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AssignContent
(
TMemoryImageObject< FShaderMapContent > InContent |
Shader.h | ||
void AssociateWithAsset
(
const FName& AssetPath |
Associates a shadermap with an asset (note: one shadermap can be used by several assets, e.g. MIs). | Shader.h | |
void AssociateWithAssets
(
const FShaderMapAssetPaths& AssetPaths |
Shader.h | ||
virtual void DumpShaderList
(
FShaderListReport& Out |
Shader.h | ||
void FinalizeContent() |
Shader.h | ||
const FShaderMapAssetPaths & GetAssociatedAssets() |
Shader.h | ||
const FShaderMapContent * GetContent() |
Shader.h | ||
uint32 GetFrozenContentSize() |
Shader.h | ||
FShaderMapContent * GetMutableContent() |
Shader.h | ||
void GetOutdatedTypes
(
TArray< const FShaderType* >& OutdatedShaderTypes, |
Shader.h | ||
EShaderPermutationFlags GetPermutationFlags() |
Shader.h | ||
const FShaderMapPointerTable & GetPointerTable() |
Shader.h | ||
FShaderMapResource * GetResource() |
Shader.h | ||
FShaderMapResource * GetResourceChecked() |
Shader.h | ||
FShaderMapResourceCode * GetResourceCode() |
Shader.h | ||
void GetShaderList
(
TMap< FHashedName, TShaderRef< FShader > >& OutShaders |
Builds a list of the shaders in a shader map. Key is FShaderType::TypeName | Shader.h | |
void GetShaderPipelineList
(
TArray< FShaderPipelineRef >& OutShaderPipelines |
Shader.h | ||
EShaderPlatform GetShaderPlatform() |
Shader.h | ||
TArray< FGenericShaderStat > GetShaderStatistics
(
FShaderType* ShaderType |
Shader.h | ||
TArray< FGenericShaderStat > GetShaderStatistics
(
FShader& Shader |
Shader.h | ||
void SaveShaderStableKeys
(
EShaderPlatform TargetShaderPlatform, |
Shader.h | ||
bool Serialize
(
FShaderSerializeContext& Ctx |
Shader.h | ||
FString ToString() |
Shader.h | ||
void UnfreezeContent() |
Shader.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AssignCopy
(
const FShaderMapBase& Source |
Shader.h | ||
FShaderMapPointerTable * CreatePointerTable() |
Shader.h | ||
void DestroyContent() |
Shader.h | ||
const FTypeLayoutDesc & GetContentTypeDesc() |
Shader.h | ||
void InitResource() |
Shader.h | ||
virtual void PostFinalizeContent() |
Shader.h |