UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ShaderCompilerPrivate.h File Reference
#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 ()
 

Variables

FShaderCompilerStatsGShaderCompilerStats
 
FShaderCompilingManagerGShaderCompilingManager
 
const ITargetPlatformGGlobalShaderTargetPlatform [SP_NumPlatforms]
 
FGlobalShaderMapGGlobalShaderMap_DeferredDeleteCopy [SP_NumPlatforms]
 
std::atomic< doubleShaderCompilerCookStats::AsyncCompileTimeSec
 

Function Documentation

◆ AreShaderErrorsFatal()

bool AreShaderErrorsFatal ( )

◆ GetGlobalShaderMapKey()

UE::DerivedData::FCacheKey GetGlobalShaderMapKey ( const FGlobalShaderMapId ShaderMapId,
EShaderPlatform  Platform,
const ITargetPlatform TargetPlatform,
TArray< FShaderTypeDependency > const &  Dependencies 
)

◆ GetGlobalShaderMapKeyString()

FString GetGlobalShaderMapKeyString ( const FGlobalShaderMapId ShaderMapId,
EShaderPlatform  Platform,
TArray< FShaderTypeDependency > const &  Dependencies 
)

◆ GetGlobalShaderMapName()

UE::FSharedString GetGlobalShaderMapName ( const FGlobalShaderMapId ShaderMapId,
EShaderPlatform  Platform,
const FString &  Key 
)

◆ LLM_DECLARE_TAG()

LLM_DECLARE_TAG ( ShaderCompiler  )

Variable Documentation

◆ GGlobalShaderMap_DeferredDeleteCopy

FGlobalShaderMap* GGlobalShaderMap_DeferredDeleteCopy[SP_NumPlatforms]
extern

Storage for the global shadar map(s) that have been replaced by new one(s), which aren't yet compiled.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.

◆ GGlobalShaderTargetPlatform

const ITargetPlatform* GGlobalShaderTargetPlatform[SP_NumPlatforms]
extern

◆ GShaderCompilerStats

FShaderCompilerStats* GShaderCompilerStats
extern

◆ GShaderCompilingManager

FShaderCompilingManager* GShaderCompilingManager
extern