UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Shader::FPreshaderData Class Reference

#include <Preshader.h>

Public Member Functions

void AppendHash (FXxHash64Builder &OutHasher) const
 
FPreshaderValue Evaluate (FUniformExpressionSet *UniformExpressionSet, const struct FMaterialRenderContext &Context, FPreshaderStack &Stack) const
 
FPreshaderValue EvaluateConstant (const FMaterial &Material, FPreshaderStack &Stack) const
 
const int32 Num () const
 
void WriteData (const void *Value, uint32 Size)
 
void WriteName (const FScriptName &Name)
 
void WriteType (const FType &Type)
 
void WriteValue (const FValue &Value)
 
FPreshaderLabel WriteJump (EPreshaderOpcode Op)
 
void WriteJump (EPreshaderOpcode Op, FPreshaderLabel Label)
 
FPreshaderLabel GetLabel ()
 
void SetLabel (FPreshaderLabel InLabel)
 
template<typename T >
FPreshaderDataWrite (const T &Value)
 
template<>
FPreshaderDataWrite (const FScriptName &Value)
 
template<>
FPreshaderDataWrite (const FType &Value)
 
template<>
FPreshaderDataWrite (const FValue &Value)
 
template<>
FPreshaderDataWrite (const FName &Value)=delete
 
template<>
FPreshaderDataWrite (const FHashedMaterialParameterInfo &Value)
 
FPreshaderDataWriteOpcode (EPreshaderOpcode Op)
 
 LAYOUT_FIELD (TMemoryImageArray< FScriptName >, Names)
 
 LAYOUT_FIELD (TMemoryImageArray< FPreshaderStructType >, StructTypes)
 
 LAYOUT_FIELD (TMemoryImageArray< EValueComponentType >, StructComponentTypes)
 
 LAYOUT_FIELD (TMemoryImageArray< uint8 >, Data)
 

Friends

bool operator== (const FPreshaderData &Lhs, const FPreshaderData &Rhs)
 
bool operator!= (const FPreshaderData &Lhs, const FPreshaderData &Rhs)
 

Member Function Documentation

◆ AppendHash()

void UE::Shader::FPreshaderData::AppendHash ( FXxHash64Builder OutHasher) const

◆ Evaluate()

FPreshaderValue UE::Shader::FPreshaderData::Evaluate ( FUniformExpressionSet UniformExpressionSet,
const struct FMaterialRenderContext Context,
FPreshaderStack Stack 
) const

◆ EvaluateConstant()

FPreshaderValue UE::Shader::FPreshaderData::EvaluateConstant ( const FMaterial Material,
FPreshaderStack Stack 
) const

◆ GetLabel()

FPreshaderLabel UE::Shader::FPreshaderData::GetLabel ( )

◆ LAYOUT_FIELD() [1/4]

UE::Shader::FPreshaderData::LAYOUT_FIELD ( TMemoryImageArray< EValueComponentType ,
StructComponentTypes   
)

◆ LAYOUT_FIELD() [2/4]

UE::Shader::FPreshaderData::LAYOUT_FIELD ( TMemoryImageArray< FPreshaderStructType ,
StructTypes   
)

◆ LAYOUT_FIELD() [3/4]

UE::Shader::FPreshaderData::LAYOUT_FIELD ( TMemoryImageArray< FScriptName ,
Names   
)

◆ LAYOUT_FIELD() [4/4]

UE::Shader::FPreshaderData::LAYOUT_FIELD ( TMemoryImageArray< uint8 ,
Data   
)

◆ Num()

const int32 UE::Shader::FPreshaderData::Num ( ) const
inline

◆ SetLabel()

void UE::Shader::FPreshaderData::SetLabel ( FPreshaderLabel  InLabel)

◆ Write() [1/6]

template<>
FPreshaderData & UE::Shader::FPreshaderData::Write ( const FHashedMaterialParameterInfo Value)
inline

◆ Write() [2/6]

template<>
FPreshaderData & UE::Shader::FPreshaderData::Write ( const FName Value)
delete

Can't write FName, use FScriptName instead

◆ Write() [3/6]

template<>
FPreshaderData & UE::Shader::FPreshaderData::Write ( const FScriptName Value)
inline

◆ Write() [4/6]

template<>
FPreshaderData & UE::Shader::FPreshaderData::Write ( const FType Value)
inline

◆ Write() [5/6]

template<>
FPreshaderData & UE::Shader::FPreshaderData::Write ( const FValue Value)
inline

◆ Write() [6/6]

template<typename T >
FPreshaderData & UE::Shader::FPreshaderData::Write ( const T &  Value)
inline

◆ WriteData()

void UE::Shader::FPreshaderData::WriteData ( const void Value,
uint32  Size 
)

◆ WriteJump() [1/2]

FPreshaderLabel UE::Shader::FPreshaderData::WriteJump ( EPreshaderOpcode  Op)

◆ WriteJump() [2/2]

void UE::Shader::FPreshaderData::WriteJump ( EPreshaderOpcode  Op,
FPreshaderLabel  Label 
)

◆ WriteName()

void UE::Shader::FPreshaderData::WriteName ( const FScriptName Name)

◆ WriteOpcode()

FPreshaderData & UE::Shader::FPreshaderData::WriteOpcode ( EPreshaderOpcode  Op)
inline

◆ WriteType()

void UE::Shader::FPreshaderData::WriteType ( const FType Type)

◆ WriteValue()

void UE::Shader::FPreshaderData::WriteValue ( const FValue Value)

Friends And Related Symbol Documentation

◆ operator!=

bool operator!= ( const FPreshaderData Lhs,
const FPreshaderData Rhs 
)
friend

◆ operator==

bool operator== ( const FPreshaderData Lhs,
const FPreshaderData Rhs 
)
friend

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