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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "ShaderCompiler.h"#include "DerivedDataCache.h"#include "ProfilingDebugging/CookStats.h"#include <atomic>Go to the source code of this file.
Namespaces | |
| namespace | ShaderCompilerCookStats |
| namespace | ShaderCompiler |
Functions | |
| LLM_DECLARE_TAG (ShaderCompiler) | |
| bool | AreShaderErrorsFatal () |
| FString | GetGlobalShaderMapKeyString (const FGlobalShaderMapId &ShaderMapId, EShaderPlatform Platform, TArray< FShaderTypeDependency > const &Dependencies) |
| UE::DerivedData::FCacheKey | GetGlobalShaderMapKey (const FGlobalShaderMapId &ShaderMapId, EShaderPlatform Platform, const ITargetPlatform *TargetPlatform, TArray< FShaderTypeDependency > const &Dependencies) |
| UE::FSharedString | GetGlobalShaderMapName (const FGlobalShaderMapId &ShaderMapId, EShaderPlatform Platform, const FString &Key) |
| FString | ShaderCompiler::GetTargetPlatformName (const ITargetPlatform *TargetPlatform) |
| bool | ShaderCompiler::IsJobCacheDebugValidateEnabled () |
| bool | ShaderCompiler::IsRemoteCompilingAllowed () |
| bool | ShaderCompiler::IsDumpShaderDebugInfoAlwaysEnabled () |
| bool AreShaderErrorsFatal | ( | ) |
| UE::DerivedData::FCacheKey GetGlobalShaderMapKey | ( | const FGlobalShaderMapId & | ShaderMapId, |
| EShaderPlatform | Platform, | ||
| const ITargetPlatform * | TargetPlatform, | ||
| TArray< FShaderTypeDependency > const & | Dependencies | ||
| ) |
| FString GetGlobalShaderMapKeyString | ( | const FGlobalShaderMapId & | ShaderMapId, |
| EShaderPlatform | Platform, | ||
| TArray< FShaderTypeDependency > const & | Dependencies | ||
| ) |
| UE::FSharedString GetGlobalShaderMapName | ( | const FGlobalShaderMapId & | ShaderMapId, |
| EShaderPlatform | Platform, | ||
| const FString & | Key | ||
| ) |
| LLM_DECLARE_TAG | ( | ShaderCompiler | ) |
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Storage for the global shadar map(s) that have been replaced by new one(s), which aren't yet compiled.
Sometimes a mesh drawing command references a pointer to global SM's memory. To nix these MDCs when we're replacing a global SM, we would just recreate the render state for all the components, but we may need to access a global shader during such an update, creating a catch 22. So deleting the global SM and updating components is deferred until the new one is compiled.
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