UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PSOPrecacheFwd.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PSOPrecacheFwd.h
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=============================================================================*/
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#pragma once
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#include "Containers/Array.h"
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#include "
EngineDefines.h
"
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#include "
HAL/Platform.h
"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_7
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#include "
PipelineStateCache.h
"
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#endif
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// General switch that decides whether to compile out some PSO precaching code (most importantly, reduce sizeofs of common classes)
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#ifndef UE_WITH_PSO_PRECACHING
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#define UE_WITH_PSO_PRECACHING (PLATFORM_SUPPORTS_PSO_PRECACHING || PLATFORM_SUPPORTS_DYNAMIC_SHADER_PRELOADING) && !WITH_STATE_STREAM_ACTOR
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#endif
// UE_WITH_PSO_PRECACHING
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// Only enable pso validation when the platform support its. Note: UE_WITH_PSO_PRECACHING can be define when dynamic shader preloading is supported.
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#define PSO_PRECACHING_VALIDATE !WITH_EDITOR && (UE_WITH_PSO_PRECACHING && PLATFORM_SUPPORTS_PSO_PRECACHING)
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struct
FMaterialInterfacePSOPrecacheParams
;
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struct
FPSOPrecacheParams
;
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typedef
TArray<FMaterialInterfacePSOPrecacheParams, TInlineAllocator<4>
>
FMaterialInterfacePSOPrecacheParamsList
;
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// Unique request ID of MaterialPSOPrecache which can be used to boost the priority of a PSO precache requests if it's needed for rendering
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using
FMaterialPSOPrecacheRequestID
=
uint32
;
Platform.h
EngineDefines.h
FMaterialInterfacePSOPrecacheParamsList
TArray< FMaterialInterfacePSOPrecacheParams, TInlineAllocator< 4 > > FMaterialInterfacePSOPrecacheParamsList
Definition
PSOPrecacheFwd.h:27
FMaterialPSOPrecacheRequestID
uint32 FMaterialPSOPrecacheRequestID
Definition
ParticleSystem.h:114
PipelineStateCache.h
uint32
uint32_t uint32
Definition
binka_ue_file_header.h:6
TArray
Definition
Array.h:670
FMaterialInterfacePSOPrecacheParams
Definition
PSOPrecache.h:187
FPSOPrecacheParams
Definition
PSOPrecache.h:30
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PSOPrecacheFwd.h
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