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API > API/Runtime > API/Runtime/RenderCore
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/ShaderCodeArchive.h |
| Include | #include "ShaderCodeArchive.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/ShaderCodeArchive.cpp |
namespace ShaderCodeArchive
{
bool ShaderCodeArchive&58;&58;CompressShaderWithOodle
&40;
uint8 &42; OutCompressedShader,
int64 & OutCompressedSize,
const uint8 &42; InUncompressedShaderCode,
int64 InUncompressedSize,
FOodleDataCompression::ECompressor InOodleCompressor,
FOodleDataCompression::ECompressionLevel InOodleLevel
&41;
}
Remarks
We decompression, group, and recompress shaders when they are added to iostore containers in UnrealPak, where we don't have access to cvars - so there's no way to configure - so we force Oodle and allow specification of the parameters here.