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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ShaderCompilerCore.h>
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| FArchive & | operator<< (FArchive &Ar, FShaderCompilerOutput &Output) |
The output of the shader compiler. Bump UE_SHADER_CACHE_VERSION and ShaderCompileWorkerOutputVersion if FShaderCompilerOutput changes
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| void FShaderCompilerOutput::CompressOutput | ( | FName | ShaderCompressionFormat, |
| FOodleDataCompression::ECompressor | OodleCompressor, | ||
| FOodleDataCompression::ECompressionLevel | OodleLevel | ||
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Calls GenerateOutputHash() before the compression, replaces FShaderCode with the compressed data (if compression result was smaller).
| void FShaderCompilerOutput::GenerateOutputHash | ( | ) |
Generates OutputHash from the compiler output.
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| void FShaderCompilerOutput::SerializeShaderCodeValidation | ( | ) |
Add optional data in ShaderCode to perform additional shader input validation at runtime
| void FShaderCompilerOutput::SerializeShaderDiagnosticData | ( | ) |
Add optional diagnostic data in ShaderCode to perform assert translation at runtime
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| FShaderCompilerOutput::UE_DEPRECATED | ( | 5. | 6, |
| "Use symbols accessors (GetSymbolWriteAccess, GetSymbolReadView) on FShaderCode object instead (ShaderCode member)" | |||
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| bool FShaderCompilerOutput::bSerializeModifiedSource |
| bool FShaderCompilerOutput::bSerializingForCache |
| bool FShaderCompilerOutput::bSucceeded |
| bool FShaderCompilerOutput::bSupportsQueryingUsedAttributes |
| double FShaderCompilerOutput::CompileTime |
| TArray<FShaderCompilerError> FShaderCompilerOutput::Errors |
| FString FShaderCompilerOutput::ModifiedEntryPointName |
Use this field to store the entry point name if it's modified as part of the shader format's compilation process. This field is only currently required for shader formats which implement the independent preprocessing API And should only be set when compilation requires a different entry point than was set on the FShaderCompilerInput struct.
| FString FShaderCompilerOutput::ModifiedShaderSource |
Use this field to store the shader source code if it's modified as part of the shader format's compilation process. This should only be set when additional manipulation of source code is required that is not part of the implementation of PreprocessShader. This version of the source, if set, will be what is written as part of the debug dumps of preprocessed source, as well as used for upstream code which explicitly requests the final source code for other purposes (i.e. when ExtraSettings.bExtractShaderSource is set on the FShaderCompilerInput struct)
| uint32 FShaderCompilerOutput::NumInstructions |
| uint32 FShaderCompilerOutput::NumTextureSamplers |
| FSHAHash FShaderCompilerOutput::OutputHash |
| FShaderParameterMap FShaderCompilerOutput::ParameterMap |
| TArray<FShaderCodeValidationType> FShaderCompilerOutput::ParametersSRVTypeToValidate |
| PRAGMA_ENABLE_DEPRECATION_WARNINGS TArray<FShaderCodeValidationStride> FShaderCompilerOutput::ParametersStrideToValidate |
| TArray<FShaderCodeValidationType> FShaderCompilerOutput::ParametersUAVTypeToValidate |
| TArray<FShaderCodeValidationUBSize> FShaderCompilerOutput::ParametersUBSizeToValidate |
| double FShaderCompilerOutput::PreprocessTime |
| FShaderCode FShaderCompilerOutput::ShaderCode |
| TArray<FShaderDiagnosticData> FShaderCompilerOutput::ShaderDiagnosticDatas |
| TArray<FGenericShaderStat> FShaderCompilerOutput::ShaderStatistics |
| FShaderTarget FShaderCompilerOutput::Target |
| TArray<FString> FShaderCompilerOutput::UsedAttributes |
| FShaderCompilerInputHash FShaderCompilerOutput::ValidateInputHash |