◆ FNamedShaderLibrary()
| UE::ShaderLibrary::Private::FNamedShaderLibrary::FNamedShaderLibrary |
( |
const FString & |
InLogicalName, |
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const EShaderPlatform |
InShaderPlatform, |
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const FString & |
InBaseDirectory |
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) |
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inline |
◆ DumpLibraryContents()
| void UE::ShaderLibrary::Private::FNamedShaderLibrary::DumpLibraryContents |
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const FString & |
Prefix | ) |
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◆ FindShaderLibraryForShader()
◆ FindShaderLibraryForShaderMap()
◆ GetNumComponents()
| int32 UE::ShaderLibrary::Private::FNamedShaderLibrary::GetNumComponents |
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const |
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inline |
◆ GetShaderCount()
| uint32 UE::ShaderLibrary::Private::FNamedShaderLibrary::GetShaderCount |
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void |
| ) |
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◆ OnPakFileMounted()
| void UE::ShaderLibrary::Private::FNamedShaderLibrary::OnPakFileMounted |
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const FMountedPakFileInfo & |
MountInfo, |
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const FString & |
Directory |
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) |
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inline |
◆ OpenShaderCode()
| bool UE::ShaderLibrary::Private::FNamedShaderLibrary::OpenShaderCode |
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const FString & |
ShaderCodeDir, |
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FString const & |
Library |
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) |
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◆ BaseDirectory
| FString UE::ShaderLibrary::Private::FNamedShaderLibrary::BaseDirectory |
Base directory for chunk 0
◆ Components
Even putting aside chunking, each named library can be potentially comprised of multiple files
◆ ComponentsMutex
| FRWLock UE::ShaderLibrary::Private::FNamedShaderLibrary::ComponentsMutex |
Guards access to components
◆ LogicalName
| FString UE::ShaderLibrary::Private::FNamedShaderLibrary::LogicalName |
A name that is passed to Open/CloseLibrary, like "Global", "ShooterGame", "MyPlugin"
◆ PresentChunks
| TSet<int32> UE::ShaderLibrary::Private::FNamedShaderLibrary::PresentChunks |
Parts of the library corresponding to particular chunk Ids that we have found for this library. This is used so we don't try to open a library for the chunk more than once
◆ ShaderPlatform
| EShaderPlatform UE::ShaderLibrary::Private::FNamedShaderLibrary::ShaderPlatform |
The documentation for this struct was generated from the following file: