#include <GlobalShader.h>
◆ FGlobalShaderMap()
◆ ~FGlobalShaderMap()
| FGlobalShaderMap::~FGlobalShaderMap |
( |
| ) |
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◆ AddSection()
◆ BeginCreateAllShaders()
| void FGlobalShaderMap::BeginCreateAllShaders |
( |
| ) |
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◆ Empty()
| void FGlobalShaderMap::Empty |
( |
| ) |
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◆ FindOrAddSection()
◆ FindOrAddShader()
◆ FindOrAddShaderPipeline()
◆ FindSection()
◆ GetFirstSection()
◆ GetShader() [1/4]
| TShaderRef< ShaderType > FGlobalShaderMap::GetShader |
( |
| ) |
const |
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inline |
◆ GetShader() [2/4]
| TShaderRef< ShaderType > FGlobalShaderMap::GetShader |
( |
const typename ShaderType::FPermutationDomain & |
PermutationVector | ) |
const |
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inline |
Finds the shader with the given type. Asserts on failure.
◆ GetShader() [3/4]
◆ GetShader() [4/4]
| TShaderRef< ShaderType > FGlobalShaderMap::GetShader |
( |
int32 |
PermutationId | ) |
const |
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inline |
◆ GetShaderPipeline()
◆ HasShader()
◆ HasShaderPipeline()
◆ IsComplete()
Whether the shadermap has all the shader types it needs (i.e. ones that returned ShouldCompilePermutation)
◆ IsEmpty()
| bool FGlobalShaderMap::IsEmpty |
( |
| ) |
const |
◆ LoadFromGlobalArchive()
| void FGlobalShaderMap::LoadFromGlobalArchive |
( |
FArchive & |
Ar | ) |
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◆ ReleaseAllSections()
| void FGlobalShaderMap::ReleaseAllSections |
( |
| ) |
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◆ RemoveShaderPipelineType()
◆ RemoveShaderTypePermutaion()
◆ SaveToGlobalArchive()
The documentation for this class was generated from the following files: