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Structure containing shader print render data. This is automatically created, setup and rendered for each view. Also it is possible for client code to create and own this. If this is client managed then the client can queue for rendering by calling: (i) FreezeShaderPrintData() to "freeze" the data which exports it from the current RDG builder context. (ii) SubmitShaderPrintData() to submit the frozen data for later thawing and rendering.
| Name | FShaderPrintData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Renderer/Public/ShaderPrintParameters.h |
| Include Path | #include "ShaderPrintParameters.h" |
Syntax
struct FShaderPrintData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Setup | ShaderPrint::FShaderPrintSetup | ShaderPrintParameters.h | ||
| ShaderPrintEntryBuffer | FRDGBufferRef | ShaderPrintParameters.h | ||
| ShaderPrintStateBuffer | FRDGBufferRef | ShaderPrintParameters.h | ||
| UniformBuffer | TUniformBufferRef< ShaderPrint::FShaderPrintCommonParameters > | ShaderPrintParameters.h |