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

#include <ShaderPipelineCache.h>

+ Inheritance diagram for FShaderPipelineCache:

Classes

class  FShaderCachePrecompileContext
 

Public Types

enum class  BatchMode { Background , Fast , Precompile }
 
enum  ELibraryState { Opened , OpenedComponent , Closed }
 

Public Member Functions

RENDERCORE_API FShaderPipelineCache (EShaderPlatform Platform)
 
virtual RENDERCORE_API ~FShaderPipelineCache ()
 
RENDERCORE_API bool IsTickable () const
 
RENDERCORE_API void Tick (FRHICommandListImmediate &RHICmdList, float DeltaTime)
 
RENDERCORE_API void Tick (float DeltaTime)
 
RENDERCORE_API bool NeedsRenderingResumedForRenderingThreadTick () const
 
RENDERCORE_API TStatId GetStatId () const
 
 DECLARE_MULTICAST_DELEGATE_ThreeParams (FShaderCachePreOpenDelegate, FString const &, EShaderPlatform, bool &)
 
 DECLARE_MULTICAST_DELEGATE_FiveParams (FShaderCacheOpenedDelegate, FString const &, EShaderPlatform, uint32, const FGuid &, FShaderCachePrecompileContext &)
 
 DECLARE_MULTICAST_DELEGATE_TwoParams (FShaderCacheClosedDelegate, FString const &, EShaderPlatform)
 
 DECLARE_MULTICAST_DELEGATE_TwoParams (FShaderPrecompilationBeginDelegate, uint32, const FShaderCachePrecompileContext &)
 
 DECLARE_MULTICAST_DELEGATE_ThreeParams (FShaderPrecompilationCompleteDelegate, uint32, double, const FShaderCachePrecompileContext &)
 
- Public Member Functions inherited from FTickableObjectRenderThread
 FTickableObjectRenderThread (bool bRegisterImmediately=true, bool bInHighFrequency=false)
 
virtual ~FTickableObjectRenderThread ()
 
void Unregister ()
 
void Register ()
 
void Register (bool bIsRenderingThreadObject)
 

Static Public Member Functions

static RENDERCORE_API void Initialize (EShaderPlatform Platform)
 
static RENDERCORE_API void Shutdown ()
 
static RENDERCORE_API void PauseBatching ()
 
static RENDERCORE_API void SetBatchMode (BatchMode Mode)
 
static RENDERCORE_API void ResumeBatching ()
 
static RENDERCORE_API bool IsPrecompiling ()
 
static RENDERCORE_API uint32 NumPrecompilesRemaining ()
 
static RENDERCORE_API bool OpenPipelineFileCache (EShaderPlatform Platform)
 
static RENDERCORE_API bool OpenUserPipelineFileCache (EShaderPlatform Platform)
 
static RENDERCORE_API bool SavePipelineFileCache (FPipelineFileCacheManager::SaveMode Mode)
 
static RENDERCORE_API void CloseUserPipelineFileCache ()
 
static RENDERCORE_API int32 GetGameVersionForPSOFileCache ()
 
static RENDERCORE_API bool SetGameUsageMaskWithComparison (uint64 Mask, FPSOMaskComparisonFn InComparisonFnPtr)
 
static RENDERCORE_API bool IsBatchingPaused ()
 
static RENDERCORE_API void ShaderLibraryStateChanged (ELibraryState State, EShaderPlatform Platform, FString const &Name, int32 ComponentID)
 
static FShaderCachePreOpenDelegateGetCachePreOpenDelegate ()
 
static FShaderCacheOpenedDelegateGetCacheOpenedDelegate ()
 
static FShaderCacheClosedDelegateGetCacheClosedDelegate ()
 
static FShaderPrecompilationBeginDelegateGetPrecompilationBeginDelegate ()
 
static FShaderPrecompilationCompleteDelegateGetPrecompilationCompleteDelegate ()
 

Friends

class FShaderPipelineCacheTask
 

Additional Inherited Members

- Static Public Attributes inherited from FTickableObjectRenderThread
static RENDERCORE_API FRenderingThreadTickableObjectsArray RenderingThreadTickableObjects
 
static RENDERCORE_API FRenderingThreadTickableObjectsArray RenderingThreadHighFrequencyTickableObjects
 

Detailed Description

FShaderPipelineCache: The FShaderPipelineCache provides the new Pipeline State Object (PSO) logging, serialisation & precompilation mechanism that replaces FShaderCache. Caching Pipeline State Objects and serialising the initialisers to disk allows for precompilation of these states the next time the game is run, which reduces hitching. To achieve this FShaderPipelineCache relies upon FShaderCodeLibrary & "Share Material Shader Code" and the RHI-level backend FPipelineFileCacheManager.

Basic Runtime Usage:

  • Enable the cache with r.ShaderPipelineCache.Enabled = 1, which allows the pipeline cache to load existing data from disk and precompile it.
  • Set the default batch size with r.ShaderPipelineCache.BatchSize = X, where X is the maximum number of PSOs to compile in a single batch when precompiling in the default Fast BatchMode.
  • Set the background batch size with r.ShaderPipelineCache.BackgroundBatchSize = X, where X is the maximum number of PSOs to compile when in the Background BatchMode.
  • Instrument the game code to call FShaderPipelineCache::SetBatchMode to switch the batch mode between Fast & Background modes.
  • BatchMode::Fast should be used when a loading screen or movie is being displayed to allow more PSOs to be compiled whereas Background should be used behind interactive menus.
  • If required call NumPrecompilesRemaining to determine the total number of outstanding PSOs to compile and keep the loading screen or movie visible until complete.
  • Depending on the game & target platform performance it may also be required to call PauseBatching to suspend precompilation during gameplay and then ResumeBatching when behind a loading screen, menu or movie to restart precompilation.

Other Runtime Options:

  • In the GGameIni (and thus also GGameUserSettingsIni) the Shader Pipeline Cache uses the [ShaderPipelineCache.CacheFile] section to store some settings.
  • The LastOpened setting stores the name of the last opened cache file as specified with Open, which if present will be used within FShaderPipelineCache::Initialize to open the existing cache. If not specified this will default to the AppName.
  • The SortMode settings stores the desired sort mode for the PSOs, which is one of:
    • Default: Loaded in the order specified in the file.
    • FirstToLatestUsed: Start with the PSOs with the lowest first-frame used and work toward those with the highest.
    • MostToLeastUsed: Start with the most often used PSOs working toward the least. Will use "Default" within FShaderPipelineCache::Initialize & OpenPipelineFileCache if nothing is specified.
  • The GameVersionKey is a read-only integer specified in the GGameIni that specifies the game content version to disambiguate incompatible versions of the game content. By default this is taken from the FEngineVersion changlist.

Logging Usage:

  • Enable the cache with r.ShaderPipelineCache.Enabled = 1 and also turn on runtime logging with r.ShaderPipelineCache.LogPSO = 1.
  • Ensure that you have configured the game to open the appropriate cache on startup (see above) and allow the game to play.
  • PSOs are logged as they are encountered as the Unreal Engine does not provide facility to cook them offline, so this system will only collect PSOs which are actually used to render.
  • As such you must either manually play through the game to collect logs or automate the process which is beyond the scope of this code.
  • The data can be saved at any time by calling FShaderPipelineCache::SavePipelineFileCache and this can happen automatically after a given number of PSOs by setting r.ShaderPipelineCache.SaveAfterPSOsLogged = X where X is the desired number of PSOs to log before saving (0 will disable auto-save).
  • Log files are shader platform specific to reduce overheads.

Notes:

  • The open cache file can be changed by closing the existing file with ClosePipelineFileCache (which implicitly Fast saves) and then opening a new one with OpenPipelineFileCache.
  • Different files can be used to minimise PSO compilation by having a file per-scalability bucket (i.e. one file for Low, one for Med, one for High).
  • When logging if you switch files only new entries from after the switch will be logged, which means you will miss any PSOs that should have been logged prior to switching. This prevents polluting the cache with unexpected entries.
  • The UnrealEd.MergeShaderPipelineCaches command-let can be used to merge cache files with the same file-version, shader platform and game-version.

File Locations & Packaging:

  • The writable cache file is always stored in the User Saved directory.
  • The game can also provide an immutable copy within its Game Content directory which will be used as the initial or seed data.
  • Having generated logs in development and merged them with UnrealEd.MergeShaderPipelineCaches they should be packaged inside the Gane Content directory for the relevant platform.

Requirements:

  • FShaderCodeLibrary must be enabled via Project Settings > Packaging > "Share Material Shader Code".
  • Enabling "Native Shader Libraries" is optional, but strongly preferred for Metal.

Member Enumeration Documentation

◆ BatchMode

Enumerator
Background 
Fast 
Precompile 

◆ ELibraryState

Enumerator
Opened 
OpenedComponent 
Closed 

Constructor & Destructor Documentation

◆ FShaderPipelineCache()

FShaderPipelineCache::FShaderPipelineCache ( EShaderPlatform  Platform)

◆ ~FShaderPipelineCache()

FShaderPipelineCache::~FShaderPipelineCache ( )
virtual

Member Function Documentation

◆ CloseUserPipelineFileCache()

void FShaderPipelineCache::CloseUserPipelineFileCache ( )
static

Closes the existing pipeline cache, allowing it to be reopened with a different file and/or shader platform. Will implicitly invoke a Fast Save.

◆ DECLARE_MULTICAST_DELEGATE_FiveParams()

FShaderPipelineCache::DECLARE_MULTICAST_DELEGATE_FiveParams ( FShaderCacheOpenedDelegate  ,
FString const &  ,
EShaderPlatform  ,
uint32  ,
const FGuid ,
FShaderCachePrecompileContext  
)

Delegate signature for being notified when a pipeline cache is opened

◆ DECLARE_MULTICAST_DELEGATE_ThreeParams() [1/2]

FShaderPipelineCache::DECLARE_MULTICAST_DELEGATE_ThreeParams ( FShaderCachePreOpenDelegate  ,
FString const &  ,
EShaderPlatform  ,
bool  
)

Delegate signature for being notified when we are about to open the pipeline cache

◆ DECLARE_MULTICAST_DELEGATE_ThreeParams() [2/2]

FShaderPipelineCache::DECLARE_MULTICAST_DELEGATE_ThreeParams ( FShaderPrecompilationCompleteDelegate  ,
uint32  ,
double  ,
const FShaderCachePrecompileContext  
)

Delegate signature for being notified that all currently viable PSOs have been precompiled from the cache, how many that was and how long spent precompiling (in sec.)

◆ DECLARE_MULTICAST_DELEGATE_TwoParams() [1/2]

FShaderPipelineCache::DECLARE_MULTICAST_DELEGATE_TwoParams ( FShaderCacheClosedDelegate  ,
FString const &  ,
EShaderPlatform   
)

Delegate signature for being notified when a pipeline cache is closed

◆ DECLARE_MULTICAST_DELEGATE_TwoParams() [2/2]

FShaderPipelineCache::DECLARE_MULTICAST_DELEGATE_TwoParams ( FShaderPrecompilationBeginDelegate  ,
uint32  ,
const FShaderCachePrecompileContext  
)

Delegate signature for being notified when currently viable PSOs have started to be precompiled from the cache, and how many will be precompiled

◆ GetCacheClosedDelegate()

static FShaderCacheClosedDelegate & FShaderPipelineCache::GetCacheClosedDelegate ( )
inlinestatic

Gets the event delegate to register to to be notified when a pipeline cache is closed.

◆ GetCacheOpenedDelegate()

static FShaderCacheOpenedDelegate & FShaderPipelineCache::GetCacheOpenedDelegate ( )
inlinestatic

Gets the event delegate to register to to be notified when a pipeline cache is opened.

◆ GetCachePreOpenDelegate()

static FShaderCachePreOpenDelegate & FShaderPipelineCache::GetCachePreOpenDelegate ( )
inlinestatic

Gets the event delegate to register to to be notified when we are about to open the pipeline cache.

◆ GetGameVersionForPSOFileCache()

int32 FShaderPipelineCache::GetGameVersionForPSOFileCache ( )
static

◆ GetPrecompilationBeginDelegate()

static FShaderPrecompilationBeginDelegate & FShaderPipelineCache::GetPrecompilationBeginDelegate ( )
inlinestatic

Gets the event delegate to register to to be notified when currently viable PSOs have started to be precompiled from the cache.

◆ GetPrecompilationCompleteDelegate()

static FShaderPrecompilationCompleteDelegate & FShaderPipelineCache::GetPrecompilationCompleteDelegate ( )
inlinestatic

Gets the event delegate to register to to be notified when all currently viable PSOs have been precompiled from the cache.

◆ GetStatId()

TStatId FShaderPipelineCache::GetStatId ( ) const
virtual

return the stat id to use for this tickable

Implements FTickableObjectRenderThread.

◆ Initialize()

void FShaderPipelineCache::Initialize ( EShaderPlatform  Platform)
static

Initializes the shader pipeline cache for the desired platform, called by the engine. The shader platform is used only to load the initial pipeline cache and can be changed by closing & reopening the cache if necessary.

◆ IsBatchingPaused()

bool FShaderPipelineCache::IsBatchingPaused ( )
static

◆ IsPrecompiling()

bool FShaderPipelineCache::IsPrecompiling ( )
static

true if pipeline cache(s) are precompiling.

◆ IsTickable()

bool FShaderPipelineCache::IsTickable ( ) const
virtual

Pure virtual that must be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for all UObject derived classes as they might be loaded async and therefore won't be ready immediately.

Returns
true if class is ready to be ticked, false otherwise.

Implements FTickableObjectRenderThread.

◆ NeedsRenderingResumedForRenderingThreadTick()

bool FShaderPipelineCache::NeedsRenderingResumedForRenderingThreadTick ( ) const
virtual

Used to determine if a rendering thread tickable object must have rendering in a non-suspended state during it's Tick function.

Returns
true if the RHIResumeRendering should be called before tick if rendering has been suspended

Reimplemented from FTickableObjectRenderThread.

◆ NumPrecompilesRemaining()

uint32 FShaderPipelineCache::NumPrecompilesRemaining ( )
static

Returns the number of pipelines waiting for precompilation of the current PSOFC task. if there are multiple PSOFCs pending this will return a minimum value of 1. It may increase as subsequent caches are processed.

◆ OpenPipelineFileCache()

bool FShaderPipelineCache::OpenPipelineFileCache ( EShaderPlatform  Platform)
static

Opens the shader pipeline cache file with either the LastOpened setting if available, or the project name otherwise

◆ OpenUserPipelineFileCache()

bool FShaderPipelineCache::OpenUserPipelineFileCache ( EShaderPlatform  Platform)
static

Opens the user pipeline cache file with either the LastOpened setting if available, or the project name otherwise

◆ PauseBatching()

void FShaderPipelineCache::PauseBatching ( )
static

Pauses precompilation.

◆ ResumeBatching()

void FShaderPipelineCache::ResumeBatching ( )
static

Resumes precompilation batching.

◆ SavePipelineFileCache()

bool FShaderPipelineCache::SavePipelineFileCache ( FPipelineFileCacheManager::SaveMode  Mode)
static

Saves the current shader pipeline cache to disk using one of the defined save modes, Fast uses an incremental approach whereas Slow will consolidate all data into the file.

◆ SetBatchMode()

void FShaderPipelineCache::SetBatchMode ( BatchMode  Mode)
static

Sets the precompilation batching mode.

◆ SetGameUsageMaskWithComparison()

bool FShaderPipelineCache::SetGameUsageMaskWithComparison ( uint64  Mask,
FPSOMaskComparisonFn  InComparisonFnPtr 
)
static

Set the current PSO Game Usage Mask and comparsion function . Returns true if this mask is different from the old mask or false if not or the cache system is disabled or if the mask feature is disabled Any new PSO's found will be logged with this value or existing PSO should have their masks updated. See FPipelineFileCacheManager for more details.

◆ ShaderLibraryStateChanged()

void FShaderPipelineCache::ShaderLibraryStateChanged ( ELibraryState  State,
EShaderPlatform  Platform,
FString const &  Name,
int32  ComponentID 
)
static

Called by FShaderCodeLibrary to notify us that the shader code library state changed and shader availability will need to be re-evaluated

◆ Shutdown()

void FShaderPipelineCache::Shutdown ( void  )
static

Terminates the shader pipeline cache, called by the engine.

◆ Tick() [1/2]

void FShaderPipelineCache::Tick ( float  DeltaTime)

◆ Tick() [2/2]

void FShaderPipelineCache::Tick ( FRHICommandListImmediate RHICmdList,
float  DeltaTime 
)
virtual

Pure virtual that must be overloaded by the inheriting class. It will be called from the rendering thread.

Parameters
DeltaTimeGame time passed since the last call.

Implements FTickableObjectRenderThread.

Friends And Related Symbol Documentation

◆ FShaderPipelineCacheTask


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