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API > API/Runtime > API/Runtime/RenderCore > API/Runtime/RenderCore/FShaderParametersMetadata
References
| Module | RenderCore |
| Header | /Engine/Source/Runtime/RenderCore/Public/ShaderParameterMetadata.h |
| Include | #include "ShaderParameterMetadata.h" |
| Source | /Engine/Source/Runtime/RenderCore/Private/ShaderParameterMetadata.cpp |
FShaderParametersMetadata
&40;
EUseCase UseCase,
EUniformBufferBindingFlags InBindingFlags,
const TCHAR &42; InLayoutName,
const TCHAR &42; InStructTypeName,
const TCHAR &42; InShaderVariableName,
const TCHAR &42; InStaticSlotName,
const ANSICHAR &42; InFileName,
const int32 InFileLine,
uint32 InSize,
const TArray< FMember > & InMembers,
bool bForceCompleteInitialization,
FRHIUniformBufferLayoutInitializer &42; OutLayoutInitializer,
uint32 InUsageFlags
&41;
Remarks
Initialization constructor.
EUseCase::UniformBuffer are listed in the global GetStructList() that will be visited at engine startup to know all the global uniform buffer that can generate code in /Engine/Generated/GeneratedUniformBuffers.ush. Their initialization will be finished during the this list traversal. bForceCompleteInitialization force to ignore the list for EUseCase::UniformBuffer and instead handle it like a standalone non globally listed EUseCase::ShaderParameterStruct. This is required for the ShaderCompileWorker to deserialize them without side global effects.