UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
GlobalShader.cpp File Reference
#include "GlobalShader.h"
#include "Containers/StaticBitArray.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/CoreMisc.h"
#include "Misc/Paths.h"
#include "Serialization/MemoryWriter.h"
#include "ShaderCodeLibrary.h"
#include "ShaderSerialization.h"

Classes

class  FGlobalShaderConfigDefines
 

Functions

 IMPLEMENT_TYPE_LAYOUT (FGlobalShader)
 
 IMPLEMENT_TYPE_LAYOUT (FGlobalShaderMapContent)
 
 IMPLEMENT_SHADER_TYPE (, FNULLPS, TEXT("/Engine/Private/NullPixelShader.usf"), TEXT("Main"), SF_Pixel)
 
FGlobalShaderMapGetGlobalShaderMap (EShaderPlatform Platform)
 
void ForceInitGlobalShaderType (FShaderType &ShaderType)
 
RENDERCORE_API void CreateRecursiveShaders ()
 

Variables

FGlobalShaderMapGGlobalShaderMap [SP_NumPlatforms] = {}
 
const int32 GlobalShaderMapId = 0
 
RENDERCORE_API ERecursiveShader GRequiredRecursiveShaders = ERecursiveShader::None
 

Function Documentation

◆ CreateRecursiveShaders()

RENDERCORE_API void CreateRecursiveShaders ( )

◆ ForceInitGlobalShaderType()

void ForceInitGlobalShaderType ( FShaderType ShaderType)

◆ GetGlobalShaderMap()

FGlobalShaderMap * GetGlobalShaderMap ( EShaderPlatform  Platform)

Accesses the global shader map. This is a global FGlobalShaderMap which contains an instance of each global shader type.

Parameters
PlatformWhich platform's global shader map to use
bRefreshShaderMapIf true, the existing global shader map will be tossed first
Returns
A reference to the global shader map.

◆ IMPLEMENT_SHADER_TYPE()

IMPLEMENT_SHADER_TYPE ( FNULLPS  ,
TEXT("/Engine/Private/NullPixelShader.usf" ,
TEXT("Main")  ,
SF_Pixel   
)

◆ IMPLEMENT_TYPE_LAYOUT() [1/2]

IMPLEMENT_TYPE_LAYOUT ( FGlobalShader  )

◆ IMPLEMENT_TYPE_LAYOUT() [2/2]

IMPLEMENT_TYPE_LAYOUT ( FGlobalShaderMapContent  )

Variable Documentation

◆ GGlobalShaderMap

FGlobalShaderMap* GGlobalShaderMap[SP_NumPlatforms] = {}

The global shader map.

◆ GlobalShaderMapId

const int32 GlobalShaderMapId = 0

Used to identify the global shader map in compile queues.

◆ GRequiredRecursiveShaders