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Bi-directional mapping from shadermap hashes to an array of asset names. Assets are identified by LongPackageName. ShaderMaps are identified by their SHAHash. This structure is used to identify the ShaderMaps required in the projection of this library for a pakfile chunk based on assets in the chunk, and to remove stale ShaderMaps and their Shaders from this library when the assets are recooked or are pruned from the incremental cook oplog.
| Name | FShaderMapAssetAssociations |
| Type | class |
| Header File | /Engine/Source/Runtime/RenderCore/Public/ShaderMapAssetAssociation.h |
| Include Path | #include "ShaderMapAssetAssociation.h" |
Syntax
class FShaderMapAssetAssociations
Structs
| Name | Remarks |
|---|---|
| FAssociatedAssetData |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ECookShaderLibrarySource | ShaderCodeArchive::ECookShaderLibrarySource | ShaderMapAssetAssociation.h | |
| FAssetFilterFunctionRef | TFunctionRef< bool(FName AssetName, const FAssociatedAssetData &AssetData)> | Function signature to filter asset associated with its metadata. | ShaderMapAssetAssociation.h |
| FShaderMapFilterFunction | TFunction< bool(const FShaderHash &ShaderMapHash)> | Function signature to filter shadermaps. | ShaderMapAssetAssociation.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetToShaderMaps | TMap< FName, FAssociatedAssetData > | ShaderMapAssetAssociation.h | ||
| ShaderMapToAssets | TMap< FShaderHash, FShaderMapAssetPaths > | ShaderMapAssetAssociation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Append
(
const FShaderMapAssetAssociations& InOtherAssociation |
ShaderMapAssetAssociation.h | ||
void Empty() |
ShaderMapAssetAssociation.h | ||
FAssociatedAssetData * FindAsset
(
FName AssetName |
ShaderMapAssetAssociation.h | ||
const FAssociatedAssetData * FindAsset
(
FName AssetName |
ShaderMapAssetAssociation.h | ||
FAssociatedAssetData & FindOrAddAsset
(
FName Asset, |
ShaderMapAssetAssociation.h | ||
FShaderMapAssetPaths * FindShaderMap
(
const FShaderHash& ShaderMap |
ShaderMapAssetAssociation.h | ||
const FShaderMapAssetPaths * FindShaderMap
(
const FShaderHash& ShaderMap |
ShaderMapAssetAssociation.h | ||
SIZE_T GetAllocatedSize() |
ShaderMapAssetAssociation.h | ||
bool IsEmpty() |
ShaderMapAssetAssociation.h | ||
void RemoveAsset
(
FName Asset |
ShaderMapAssetAssociation.h | ||
void ReserveAssets
(
int32 NumAssets |
ShaderMapAssetAssociation.h | ||
void SortForSaving() |
ShaderMapAssetAssociation.h | ||
TMap< FName, FAssociatedAssetData > & ViewAssets () |
ShaderMapAssetAssociation.h | ||
const TMap< FName, FAssociatedAssetData > & ViewAssets () |
ShaderMapAssetAssociation.h | ||
const TMap< FShaderHash, FShaderMapAssetPaths > & ViewShaderMaps() |
ShaderMapAssetAssociation.h |