UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FShaderCode Class Reference

#include <ShaderCore.h>

Public Member Functions

 FShaderCode ()
 
void FinalizeShaderCode (FCompressedBuffer OverrideSymbolsBuffer=FCompressedBuffer()) const
 
void Compress (FName ShaderCompressionFormat, FOodleDataCompression::ECompressor InOodleCompressor, FOodleDataCompression::ECompressionLevel InOodleLevel)
 
TArray< uint8 > & GetWriteAccess ()
 
TArray< uint8 > & GetSymbolWriteAccess ()
 
TConstArrayView< uint8GetSymbolReadView () const
 
int32 GetShaderCodeSize () const
 
TConstArrayView< uint8GetReadView () const
 
bool IsCompressed () const
 
FName GetCompressionFormat () const
 
FOodleDataCompression::ECompressor GetOodleCompressor () const
 
FOodleDataCompression::ECompressionLevel GetOodleLevel () const
 
int32 GetUncompressedSize () const
 
template<class T >
void AddOptionalData (const T &In)
 
void AddOptionalData (EShaderOptionalDataKey Key, const uint8 *ValuePtr, uint32 ValueSize)
 
void AddOptionalData (EShaderOptionalDataKey Key, const ANSICHAR *InString)
 
const FShaderCodeResourceGetFinalizedResource (EShaderFrequency Frequency, FSHAHash OutputHash) const
 
void SetFromResource (FShaderCodeResource &&Resource)
 

Friends

RENDERCORE_API FArchiveoperator<< (FArchive &Ar, FShaderCode &Output)
 

Constructor & Destructor Documentation

◆ FShaderCode()

FShaderCode::FShaderCode ( )
inline

Member Function Documentation

◆ AddOptionalData() [1/3]

template<class T >
void FShaderCode::AddOptionalData ( const T &  In)
inline

◆ AddOptionalData() [2/3]

void FShaderCode::AddOptionalData ( EShaderOptionalDataKey  Key,
const ANSICHAR InString 
)
inline

◆ AddOptionalData() [3/3]

void FShaderCode::AddOptionalData ( EShaderOptionalDataKey  Key,
const uint8 ValuePtr,
uint32  ValueSize 
)
inline

◆ Compress()

void FShaderCode::Compress ( FName  ShaderCompressionFormat,
FOodleDataCompression::ECompressor  InOodleCompressor,
FOodleDataCompression::ECompressionLevel  InOodleLevel 
)

◆ FinalizeShaderCode()

void FShaderCode::FinalizeShaderCode ( FCompressedBuffer  OverrideSymbolsBuffer = FCompressedBuffer()) const
inline

◆ GetCompressionFormat()

FName FShaderCode::GetCompressionFormat ( ) const
inline

◆ GetFinalizedResource()

const FShaderCodeResource & FShaderCode::GetFinalizedResource ( EShaderFrequency  Frequency,
FSHAHash  OutputHash 
) const
inline

◆ GetOodleCompressor()

FOodleDataCompression::ECompressor FShaderCode::GetOodleCompressor ( ) const
inline

◆ GetOodleLevel()

FOodleDataCompression::ECompressionLevel FShaderCode::GetOodleLevel ( ) const
inline

◆ GetReadView()

TConstArrayView< uint8 > FShaderCode::GetReadView ( ) const
inline

◆ GetShaderCodeSize()

int32 FShaderCode::GetShaderCodeSize ( ) const
inline

◆ GetSymbolReadView()

TConstArrayView< uint8 > FShaderCode::GetSymbolReadView ( ) const
inline

◆ GetSymbolWriteAccess()

TArray< uint8 > & FShaderCode::GetSymbolWriteAccess ( )
inline

◆ GetUncompressedSize()

int32 FShaderCode::GetUncompressedSize ( ) const
inline

◆ GetWriteAccess()

TArray< uint8 > & FShaderCode::GetWriteAccess ( )
inline

◆ IsCompressed()

bool FShaderCode::IsCompressed ( ) const
inline

◆ SetFromResource()

void FShaderCode::SetFromResource ( FShaderCodeResource &&  Resource)
inline

Friends And Related Symbol Documentation

◆ operator<<

RENDERCORE_API FArchive & operator<< ( FArchive Ar,
FShaderCode Output 
)
friend

The documentation for this class was generated from the following files: