![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#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) | |
| FGlobalShaderMap * | GetGlobalShaderMap (EShaderPlatform Platform) |
| void | ForceInitGlobalShaderType (FShaderType &ShaderType) |
| RENDERCORE_API void | CreateRecursiveShaders () |
Variables | |
| FGlobalShaderMap * | GGlobalShaderMap [SP_NumPlatforms] = {} |
| const int32 | GlobalShaderMapId = 0 |
| RENDERCORE_API ERecursiveShader | GRequiredRecursiveShaders = ERecursiveShader::None |
| RENDERCORE_API void CreateRecursiveShaders | ( | ) |
| void ForceInitGlobalShaderType | ( | FShaderType & | ShaderType | ) |
| FGlobalShaderMap * GetGlobalShaderMap | ( | EShaderPlatform | Platform | ) |
Accesses the global shader map. This is a global FGlobalShaderMap which contains an instance of each global shader type.
| Platform | Which platform's global shader map to use |
| bRefreshShaderMap | If true, the existing global shader map will be tossed first |
| IMPLEMENT_SHADER_TYPE | ( | FNULLPS | , |
| TEXT("/Engine/Private/NullPixelShader.usf") | , | ||
| TEXT("Main") | , | ||
| SF_Pixel | |||
| ) |
| IMPLEMENT_TYPE_LAYOUT | ( | FGlobalShader | ) |
| IMPLEMENT_TYPE_LAYOUT | ( | FGlobalShaderMapContent | ) |
| FGlobalShaderMap* GGlobalShaderMap[SP_NumPlatforms] = {} |
The global shader map.
| const int32 GlobalShaderMapId = 0 |
Used to identify the global shader map in compile queues.
| RENDERCORE_API ERecursiveShader GRequiredRecursiveShaders = ERecursiveShader::None |