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API > API/Runtime > API/Runtime/RenderCore
| Name | FShaderCompileJobStatus |
| Type | class |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderCompilerJobTypes.h |
| Include Path | #include "ShaderCompilerJobTypes.h" |
Syntax
class FShaderCompileJobStatus
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CompletionMethod | std::atomic< EShaderCompileJobCompletionMethod > | ShaderCompilerJobTypes.h | ||
| InputHash | const FShaderCompilerInputHash * | ShaderCompilerJobTypes.h | ||
| Status | std::atomic< EShaderCompileJobStatus > | ShaderCompilerJobTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EShaderCompileJobCompletionMethod GetCompletionMethod() |
ShaderCompilerJobTypes.h | ||
const FShaderCompilerInputHash & GetInputHash() |
ShaderCompilerJobTypes.h | ||
EShaderCompileJobStatus GetStatus() |
ShaderCompilerJobTypes.h | ||
bool IsCompleted() |
Returns true if the job has been completed (i.e. is in "Completed" or "Released" phase) | ShaderCompilerJobTypes.h | |
void Reset() |
ShaderCompilerJobTypes.h | ||
void SetCompletionMethod
(
EShaderCompileJobCompletionMethod InCompletionMethod |
ShaderCompilerJobTypes.h | ||
void SetInputHash
(
const FShaderCompilerInputHash* InInputHash |
ShaderCompilerJobTypes.h | ||
void SetStatus
(
EShaderCompileJobStatus InStatus |
ShaderCompilerJobTypes.h | ||
void SetStatus
(
EShaderCompileJobStatus InStatus, |
ShaderCompilerJobTypes.h | ||
bool WasCompilationSkipped() |
Returns true if the owning job is completed but the compile step was not executed. | ShaderCompilerJobTypes.h |