#include <RHIShaderLibrary.h>
◆ FRHIShaderLibrary()
| FRHIShaderLibrary::FRHIShaderLibrary |
( |
EShaderPlatform |
InPlatform, |
|
|
FString const & |
InName |
|
) |
| |
|
inline |
◆ ~FRHIShaderLibrary()
| virtual FRHIShaderLibrary::~FRHIShaderLibrary |
( |
| ) |
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inlinevirtual |
◆ AddRefPreloadedShaderGroup()
| virtual void FRHIShaderLibrary::AddRefPreloadedShaderGroup |
( |
int32 |
ShaderGroupIndex | ) |
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inlinevirtual |
◆ CreateShader()
◆ FindShaderIndex()
◆ FindShaderMapIndex()
◆ GetAllShaderIndices()
◆ GetGroupIndexForShader()
◆ GetId()
◆ GetLibraryId()
◆ GetName()
| const FString & FRHIShaderLibrary::GetName |
( |
void |
| ) |
const |
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inline |
◆ GetNumShaderMaps()
◆ GetNumShaders()
◆ GetNumShadersForShaderMap()
| virtual int32 FRHIShaderLibrary::GetNumShadersForShaderMap |
( |
int32 |
ShaderMapIndex | ) |
const |
|
pure virtual |
◆ GetPlatform()
◆ GetShaderHash()
◆ GetShaderIndex()
◆ GetShaderMapHash()
◆ GetShaderSizeBytes()
◆ GetSizeBytes()
◆ IsNativeLibrary()
| virtual bool FRHIShaderLibrary::IsNativeLibrary |
( |
| ) |
const |
|
pure virtual |
◆ IsPreloading()
◆ PreloadShader()
◆ PreloadShaderMap() [1/2]
◆ PreloadShaderMap() [2/2]
◆ ReleasePreloadedShader()
◆ ReleasePreloadedShaderGroup()
| virtual void FRHIShaderLibrary::ReleasePreloadedShaderGroup |
( |
int32 |
ShaderGroupIndex | ) |
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|
inlinevirtual |
◆ Teardown()
◆ LibraryId
| uint32 FRHIShaderLibrary::LibraryId |
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protected |
◆ LibraryName
| FString FRHIShaderLibrary::LibraryName |
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protected |
◆ Platform
The documentation for this class was generated from the following file: