UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PSOPrecacheFwd.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3/*=============================================================================
4 PSOPrecacheFwd.h
5=============================================================================*/
6
7#pragma once
8
9#include "Containers/Array.h"
10#include "EngineDefines.h"
11#include "HAL/Platform.h"
12#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_7
13#include "PipelineStateCache.h"
14#endif
15
16// General switch that decides whether to compile out some PSO precaching code (most importantly, reduce sizeofs of common classes)
17#ifndef UE_WITH_PSO_PRECACHING
18 #define UE_WITH_PSO_PRECACHING (PLATFORM_SUPPORTS_PSO_PRECACHING || PLATFORM_SUPPORTS_DYNAMIC_SHADER_PRELOADING) && !WITH_STATE_STREAM_ACTOR
19#endif // UE_WITH_PSO_PRECACHING
20
21// Only enable pso validation when the platform support its. Note: UE_WITH_PSO_PRECACHING can be define when dynamic shader preloading is supported.
22#define PSO_PRECACHING_VALIDATE !WITH_EDITOR && (UE_WITH_PSO_PRECACHING && PLATFORM_SUPPORTS_PSO_PRECACHING)
23
26
28
29// Unique request ID of MaterialPSOPrecache which can be used to boost the priority of a PSO precache requests if it's needed for rendering
TArray< FMaterialInterfacePSOPrecacheParams, TInlineAllocator< 4 > > FMaterialInterfacePSOPrecacheParamsList
Definition PSOPrecacheFwd.h:27
uint32 FMaterialPSOPrecacheRequestID
Definition ParticleSystem.h:114
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition Array.h:670
Definition PSOPrecache.h:187
Definition PSOPrecache.h:30