className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
76
| code
stringlengths 0
11.4k
| variables
listlengths 0
395
|
---|---|---|---|---|---|
UE::ShaderCompilerCommon::kUniformBufferConstantBufferPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { static constexpr const TCHAR * UE::ShaderCompilerCommon::kUniformBufferConstantBufferPrefix = TEXT("UniformBufferConstants_"); } } | [] |
|
UE::ShaderCompilerCommon::kBindlessResourcePrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { static constexpr const TCHAR * UE::ShaderCompilerCommon::kBindlessResourcePrefix = TEXT("BindlessResource_"); } } | [] |
|
UE::ShaderCompilerCommon::kBindlessSamplerPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { static constexpr const TCHAR * UE::ShaderCompilerCommon::kBindlessSamplerPrefix = TEXT("BindlessSampler_"); } } | [] |
|
UE::ShaderCompilerCommon::ShouldUseStableConstantBuffer | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Deprecated* Deprecated; use FShaderCompilerInput::ShouldUseStableContantBuffer directly | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::ShouldUseStableConstantBuffer ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input ) } } | [] |
UE::ShaderCompilerCommon::RemoveConstantBufferPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { FStringView UE::ShaderCompilerCommon::RemoveConstantBufferPrefix ( FStringView InName ) } } | [] |
|
UE::ShaderCompilerCommon::RemoveConstantBufferPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { [FString](API\Runtime\Core\Containers\FString) UE::ShaderCompilerCommon::RemoveConstantBufferPrefix ( const [FString](API\Runtime\Core\Containers\FString) & InName ) } } | [] |
|
UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Deprecated* Deprecated; useFShaderParameterParser::ParseAndRemoveBindlessParameterPrefixinstead | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix ( FStringView & InName ) } } | [] |
UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Deprecated* Deprecated; use FShaderParameterParser::ParseAndRemoveBindlessParameterPrexix instead | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix ( [FString](API\Runtime\Core\Containers\FString) & InName ) } } | [] |
UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Deprecated* Deprecated; useFShaderParameterParser::RemoveBindlessParameterPrefixinstead | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix ( [FString](API\Runtime\Core\Containers\FString) & InName ) } } | [] |
UE::ShaderCompilerCommon::ValidatePackedResourceCounts | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::ValidatePackedResourceCounts ( [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, const [FShaderCodePackedResourceCounts](API\Runtime\RenderCore\FShaderCodePackedResourceCounts) & PackedResourceCounts ) } } | [] |
|
UE::ShaderCompilerCommon::ParseRayTracingEntryPoint | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Parses ray tracing shader entry point specification string in one of the following formats: 1) Verbatim single entry point name, e.g. "MainRGS" 2) Complex entry point for ray tracing hit group shaders: a) "closesthit=MainCHS" b) "closesthit=MainCHS anyhit=MainAHS" c) "closesthit=MainCHS anyhit=MainAHS intersection=MainIS" d) "closesthit=MainCHS intersection=MainIS" NOTE: closesthit attribute must always be provided for complex hit group entry points | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { void UE::ShaderCompilerCommon::ParseRayTracingEntryPoint ( const [FString](API\Runtime\Core\Containers\FString) & Input, [FString](API\Runtime\Core\Containers\FString) & OutMain, [FString](API\Runtime\Core\Containers\FString) & OutAnyHit, [FString](API\Runtime\Core\Containers\FString) & OutIntersection ) } } | [] |
UE::ShaderCompilerCommon::ParseParameterType | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Deprecated* Deprecated; useFShaderParameterParser::ParseParameterTypeinstead | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { EShaderParameterType UE::ShaderCompilerCommon::ParseParameterType ( FStringView InType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const TCHAR *const > InExtraSRVTypes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const TCHAR *const > InExtraUAVTypes ) } } | [] |
UE::ShaderCompilerCommon::RemoveDeadCode | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Rewrites a fully preprocessed shader source code, removing any functions or structs that are not reachable from a given entry point or list of symbols. This is a high-level wrapper for UE::ShaderMinifier that should be used in all shader compiler back-ends for consistency. Any errors encountered during parsing or minification are added to OutErrors. InOutPreprocessedShaderSource is replaced with the rewritten code on success and is kept intact on failure. | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::RemoveDeadCode ( [FString](API\Runtime\Core\Containers\FString) & InOutPreprocessedShaderSource, const [FString](API\Runtime\Core\Containers\FString) & EntryPoint, [TArray](API\Runtime\Core\Containers\TArray)< [FShaderCompilerError](API\Runtime\RenderCore\FShaderCompilerError) > & OutErrors ) } } | [] |
UE::ShaderCompilerCommon::RemoveDeadCode | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | Rewrites a fully preprocessed shader source code, removing any functions or structs that are not reachable from a given entry point or list of symbols. This is a high-level wrapper for UE::ShaderMinifier that should be used in all shader compiler back-ends for consistency. Any errors encountered during parsing or minification are added to OutErrors. InOutPreprocessedShaderSource is replaced with the rewritten code on success and is kept intact on failure. | ShaderCompilerCommon | namespace UE { namespace ShaderCompilerCommon { bool UE::ShaderCompilerCommon::RemoveDeadCode ( [FString](API\Runtime\Core\Containers\FString) & InOutPreprocessedShaderSource, TConstArrayView< FStringView > RequiredSymbols, [TArray](API\Runtime\Core\Containers\TArray)< [FShaderCompilerError](API\Runtime\RenderCore\FShaderCompilerError) > & OutErrors ) } } | [] |
UE::ShaderMinifier::EMinifyShaderFlags | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { enum EMinifyShaderFlags { None = 0, OutputReasons = 1 << 1, OutputStats = 1 << 2, OutputLines = 1 << 3, OutputCommentLines = 1 << 4, } } } | [] |
|
UE::ShaderMinifier::operator|= | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & UE::ShaderMinifier::operator|= ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator&= | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & UE::ShaderMinifier::operator&= ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator^= | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & UE::ShaderMinifier::operator^= ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) & Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator| | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { constexpr [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) UE::ShaderMinifier::operator| ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator& | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { constexpr [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) UE::ShaderMinifier::operator& ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator^ | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { constexpr [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) UE::ShaderMinifier::operator^ ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Lhs, [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) Rhs ) } } | [] |
|
UE::ShaderMinifier::operator! | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { constexpr bool UE::ShaderMinifier::operator! ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) E ) } } | [] |
|
UE::ShaderMinifier::operator~ | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderMinifier.h | ShaderCompilerCommon | namespace UE { namespace ShaderMinifier { constexpr [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) UE::ShaderMinifier::operator~ ( [EMinifyShaderFlags](API\Developer\ShaderCompilerCommon\UE__ShaderMinifier__EMinifyShade-) E ) } } | [] |
|
UpdateStructuredBufferStride | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | void UpdateStructuredBufferStride ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, const [FString](API\Runtime\Core\Containers\FString) & ResourceName, uint16 BindPoint, uint16 Stride, [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & CompilerOutput ) | [] |
|
WriteShaderConductorCommandLine | /Engine/Source/Developer/ShaderCompilerCommon/Public/ShaderCompilerCommon.h | ShaderCompilerCommon | void WriteShaderConductorCommandLine ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename, [EShaderConductorTarget](API\Developer\ShaderCompilerCommon\EShaderConductorTarget) Target ) | [] |
|
FGlslCodeBackend::AllowsESLanguage | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool AllowsESLanguage() | [] |
|
FGlslCodeBackend::AllowsGlobalUniforms | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | Subclass functionality | ShaderFormatOpenGL | virtual bool AllowsGlobalUniforms() | [] |
FGlslCodeBackend::ApplyAndVerifyPlatformRestrictions | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | Return false if there were restrictions that made compilation fail. | ShaderFormatOpenGL | virtual bool ApplyAndVerifyPlatformRestrictions ( exec_list * Instructions, _mesa_glsl_parse_state * ParseState, EHlslShaderFrequency Frequency ) | [] |
FGlslCodeBackend::FindPatchConstantFunction | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | ir_function_signature * FindPatchConstantFunction ( exec_list * Instructions, _mesa_glsl_parse_state * ParseState ) | [] |
|
FGlslCodeBackend::GenerateCode | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual char * GenerateCode ( struct exec_list * ir, struct _mesa_glsl_parse_state * ParseState, EHlslShaderFrequency Frequency ) | [] |
|
FGlslCodeBackend::GenerateMain | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | Generate a GLSL main() function that calls the entry point and handles reading and writing all input and output semantics. | ShaderFormatOpenGL | virtual bool GenerateMain ( EHlslShaderFrequency Frequency, const char * EntryPoint, exec_list * Instructions, _mesa_glsl_parse_state * ParseState ) | [] |
FGlslCodeBackend::FGlslCodeBackend | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | FGlslCodeBackend ( unsigned int InHlslCompileFlags, EHlslCompileTarget InTarget ) | [] |
|
FGlslCodeBackend::WantsPrecisionModifiers | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool WantsPrecisionModifiers() | [] |
|
FGlslCodeBackend | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | Generates GLSL compliant code from IR tokens. | ShaderFormatOpenGL | struct FGlslCodeBackend : public FCodeBackend | [
{
"type": "bool",
"name": "bExplicitDepthWrites",
"description": ""
}
] |
FGlslLanguageSpec::AllowsImageLoadsForNonScalar | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool AllowsImageLoadsForNonScalar() const | [] |
|
FGlslLanguageSpec::AllowsSharingSamplers | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool AllowsSharingSamplers() const | [] |
|
FGlslLanguageSpec::EmulateStructuredWithTypedBuffers | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool EmulateStructuredWithTypedBuffers() const | [] |
|
FGlslLanguageSpec::SetupLanguageIntrinsics | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual void SetupLanguageIntrinsics ( _mesa_glsl_parse_state * State, exec_list * ir ) | [] |
|
FGlslLanguageSpec::SupportsDeterminantIntrinsic | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool SupportsDeterminantIntrinsic() const | [] |
|
FGlslLanguageSpec::SupportsIntegerModulo | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool SupportsIntegerModulo() const | [] |
|
FGlslLanguageSpec::SupportsMatrixConversions | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool SupportsMatrixConversions() const | [] |
|
FGlslLanguageSpec::SupportsTransposeIntrinsic | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | virtual bool SupportsTransposeIntrinsic() const | [] |
|
FGlslLanguageSpec::FGlslLanguageSpec | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | FGlslLanguageSpec ( bool bInDefaultPrecisionIsHalf ) | [] |
|
FOpenGLFrontend::BuildShaderOutput | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Construct the final microcode from the compiled and verified shader source. | ShaderFormatOpenGL | void BuildShaderOutput ( [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & ShaderOutput, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput, const ANSICHAR * InShaderSource, int32 SourceLen, [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version ) | [] |
FGlslLanguageSpec | /Engine/Source/Developer/ShaderFormatOpenGL/Public/GlslBackend.h | ShaderFormatOpenGL | class FGlslLanguageSpec : public ILanguageSpec | [
{
"type": "bool",
"name": "bDefaultPrecisionIsHalf",
"description": ""
}
] |
|
FOpenGLFrontend::CalculateCrossCompilerFlags | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | virtual uint32 CalculateCrossCompilerFlags ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, const bool bFullPrecisionInPS, const [FShaderCompilerFlags](API\Runtime\RenderCore\FShaderCompilerFlags) & CompilerFlags ) | [] |
|
FOpenGLFrontend::CompileOffline | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | void CompileOffline ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput, [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, const [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion, const ANSICHAR * InShaderSource ) | [] |
|
FOpenGLFrontend::CompileShader | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Compile a shader for OpenGL on Windows. | ShaderFormatOpenGL | void CompileShader ( const struct [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, struct [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, const class [FString](API\Runtime\Core\Containers\FString) & WorkingDirectory, [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version ) | [] |
FOpenGLFrontend::ConvertOpenGLVersionFromGLSLVersion | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | virtual void ConvertOpenGLVersionFromGLSLVersion ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) InVersion, int & OutMajorVersion, int & OutMinorVersion ) | [] |
|
FOpenGLFrontend::CreateBackend | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Create the compiling backend | ShaderFormatOpenGL | virtual [FGlslCodeBackend](API\Developer\ShaderFormatOpenGL\FGlslCodeBackend) * CreateBackend ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, uint32 CCFlags, EHlslCompileTarget HlslCompilerTarget ) | [] |
FOpenGLFrontend::CreateLanguageSpec | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Create the language spec | ShaderFormatOpenGL | virtual [FGlslLanguageSpec](API\Developer\ShaderFormatOpenGL\FGlslLanguageSpec) * CreateLanguageSpec ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, bool bDefaultPrecisionIsHalf ) | [] |
FOpenGLFrontend::FillDeviceCapsOfflineCompilation | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Fills device capabilities in 'offline', mostly hardcoded values | ShaderFormatOpenGL | void FillDeviceCapsOfflineCompilation ( struct FDeviceCapabilities & Caps, const [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion ) const | [] |
FOpenGLFrontend::GetMaxSamplers | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | What is the max number of samplers the shader platform can use? | ShaderFormatOpenGL | virtual uint32 GetMaxSamplers ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version ) | [] |
FOpenGLFrontend::IsSM5 | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | virtual bool IsSM5 ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version ) | [] |
|
FOpenGLFrontend::OptionalSerializeOutputAndReturnIfSerialized | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Allow subclass to write out different output, returning true if it did write everything it needed | ShaderFormatOpenGL | virtual bool OptionalSerializeOutputAndReturnIfSerialized ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
FOpenGLFrontend::OutputTrueParameterNames | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | If true, the shader output map will contain true names (i.e. ColorModifier) instead of helper names for runtime binding (i.e. pb_5) | ShaderFormatOpenGL | virtual bool OutputTrueParameterNames() | [] |
FOpenGLFrontend::PlatformCompileOffline | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Based on ShaderVersion decides what platform specific compiler to use | ShaderFormatOpenGL | void PlatformCompileOffline ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & ShaderOutput, const ANSICHAR * ShaderSource, const [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion ) | [] |
FOpenGLFrontend::PlatformSupportsOfflineCompilation | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | bool PlatformSupportsOfflineCompilation ( const [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion ) const | [] |
|
FOpenGLFrontend::PrecompileShader | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Precompile a GLSL shader. | ShaderFormatOpenGL | void PrecompileShader ( [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & ShaderOutput, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput, const ANSICHAR * ShaderSource, [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, EHlslShaderFrequency Frequency ) | [] |
FOpenGLFrontend::PostProcessShaderSource | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Allow a subclass to perform additional work on the cross compiled source code. | ShaderFormatOpenGL | virtual bool PostProcessShaderSource ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, EShaderFrequency Frequency, const ANSICHAR * ShaderSource, uint32 SourceLen, class [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & BindingNameMap, [TArray](API\Runtime\Core\Containers\TArray)< struct [FShaderCompilerError](API\Runtime\RenderCore\FShaderCompilerError) > & Errors, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput ) | [] |
FOpenGLFrontend::PrepareCodeForOfflineCompilation | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL() | ShaderFormatOpenGL | [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ANSICHAR > PrepareCodeForOfflineCompilation ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion, EShaderFrequency Frequency, const ANSICHAR * InShaderSource ) const | [] |
FOpenGLFrontend::SetupPerVersionCompilationEnvironment | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | Set up compilation information like defines and HlslCompileTarget | ShaderFormatOpenGL | virtual void SetupPerVersionCompilationEnvironment ( [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) Version, class [FShaderCompilerDefinitions](API\Runtime\RenderCore\FShaderCompilerDefinitions) & AdditionalDefines, EHlslCompileTarget & HlslCompilerTarget ) | [] |
FOpenGLFrontend::~FOpenGLFrontend | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | virtual ~FOpenGLFrontend() | [] |
|
FOpenGLFrontend | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | class FOpenGLFrontend | [] |
|
GLSLVersion | /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h | ShaderFormatOpenGL | enum GLSLVersion { GLSL_150_REMOVED, GLSL_430_REMOVED, GLSL_ES2_REMOVED, GLSL_ES2_WEBGL_REMOVED, GLSL_150_ES2_DEPRECATED, GLSL_150_ES2_NOUB_DEPRECATED, GLSL_150_ES3_1, GLSL_ES2_IOS_REMOVED, GLSL_310_ES_EXT_REMOVED, GLSL_ES3_1_ANDROID, GLSL_SWITCH, GLSL_SWITCH_FORWARD, GLSL_MAX, } | [] |
|
CompileShader_VectorVM | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | ShaderFormatVectorVM | bool CompileShader_VectorVM ( const struct [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, struct [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, const class [FString](API\Runtime\Core\Containers\FString) & WorkingDirectory, uint8 Version ) | [] |
|
CompileShader_VectorVM | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | Cheating hack version. To be removed when we add all the plumbing for VVM scripts to be treat like real shaders. | ShaderFormatVectorVM | bool CompileShader_VectorVM ( const struct [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, struct [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, const class [FString](API\Runtime\Core\Containers\FString) & WorkingDirectory, uint8 Version, struct [FVectorVMCompilationOutput](API\Developer\ShaderFormatVectorVM\FVectorVMCompilationOutput) & VMCompilationOutput, bool bSkipBackendOptimizations ) | [] |
FCalledVMFunction::FCalledVMFunction | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | ShaderFormatVectorVM | FCalledVMFunction() | [] |
|
FCalledVMFunction | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | Ordered table of functions actually called by the VM script. | ShaderFormatVectorVM | struct FCalledVMFunction | [
{
"type": "TArray< bool >",
"name": "InputParamLocations",
"description": ""
},
{
"type": "FString",
"name": "Name",
"description": ""
},
{
"type": "int32",
"name": "NumOutputs",
"description": ""
}
] |
FVectorVMCompilationOutput::FVectorVMCompilationOutput | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | ShaderFormatVectorVM | FVectorVMCompilationOutput() | [] |
|
FVectorVMCompilationOutput | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | Data which is generated from the hlsl by the VectorVMBackend and fed back into the | ShaderFormatVectorVM | struct FVectorVMCompilationOutput | [
{
"type": "FString",
"name": "AssemblyAsString",
"description": ""
},
{
"type": "TArray< uint8 >",
"name": "ByteCode",
"description": ""
},
{
"type": "TArray<FCalled...",
"name": "CalledVMFunctionTable",
"description": ""
},
{
"type": "FString",
"name": "Errors",
"description": ""
},
{
"type": "TArray< uint8 >",
"name": "InternalConstantData",
"description": ""
},
{
"type": "TArray< int32 >",
"name": "InternalConstantOffsets",
"description": ""
},
{
"type": "TArray< EVector...",
"name": "InternalConstantTypes",
"description": ""
},
{
"type": "int32",
"name": "MaxTempRegistersUsed",
"description": ""
},
{
"type": "uint32",
"name": "NumOps",
"description": ""
}
] |
operator<< | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | ShaderFormatVectorVM | [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FCalledVMFunction](API\Developer\ShaderFormatVectorVM\FCalledVMFunction) & Function ) | [] |
|
operator<< | /Engine/Source/Developer/ShaderFormatVectorVM/Public/ShaderFormatVectorVM.h | ShaderFormatVectorVM | [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FVectorVMCompilationOutput](API\Developer\ShaderFormatVectorVM\FVectorVMCompilationOutput) & Output ) | [] |
|
EDumpShaderDefines | /Engine/Source/Developer/ShaderPreprocessor/Public/ShaderPreprocessor.h | Governs the behavior for adding shader defines to the preprocessed source. Can be helpful for the debugging, but makes the source unique which can prevent efficient caching. | ShaderPreprocessor | enum EDumpShaderDefines { DontCare, DontIncludeDefines, AlwaysIncludeDefines, } | [] |
PreprocessShader | /Engine/Source/Developer/ShaderPreprocessor/Public/ShaderPreprocessor.h | Preprocess a shader.
true if the shader is preprocessed without error. | ShaderPreprocessor | bool PreprocessShader ( [FString](API\Runtime\Core\Containers\FString) & OutPreprocessedShader, [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & ShaderOutput, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderInput, const [FShaderCompilerDefinitions](API\Runtime\RenderCore\FShaderCompilerDefinitions) & AdditionalDefines, [EDumpShaderDefines](API\Developer\ShaderPreprocessor\EDumpShaderDefines) DefinesPolicy ) | [] |
PreprocessShader | /Engine/Source/Developer/ShaderPreprocessor/Public/ShaderPreprocessor.h | Preprocess a shader.
Preprocess a shader.
true if the shader is preprocessed without error. | ShaderPreprocessor | bool PreprocessShader ( [FShaderPreprocessOutput](API\Runtime\RenderCore\FShaderPreprocessOutput) & Output, const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & MergedEnvironment, const [FShaderCompilerDefinitions](API\Runtime\RenderCore\FShaderCompilerDefinitions) & AdditionalDefines, [EDumpShaderDefines](API\Developer\ShaderPreprocessor\EDumpShaderDefines) DefinesPolicy ) | [] |
FManifestUpdateHelper::Finalize | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | Finalizes the updater, and writes it back to the file, returning true if successful, and false if there were any errors. | SharedSettingsWidgets | bool Finalize ( const [FString](API\Runtime\Core\Containers\FString) & TargetFilename, bool bShowNotifyOnFailure, [FFileHelper::EEncodingOptions](API\Runtime\Core\Misc\FFileHelper\EEncodingOptions) EncodingOption ) | [] |
FManifestUpdateHelper::GetFirstErrorMessage | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | Returns the first error message. | SharedSettingsWidgets | [FText](API\Runtime\Core\Internationalization\FText) GetFirstErrorMessage() const | [] |
FManifestUpdateHelper::HasKey | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | Checks if a key exists matching MatchPrefix. | SharedSettingsWidgets | bool HasKey ( const [FString](API\Runtime\Core\Containers\FString) & MatchPrefix ) | [] |
FManifestUpdateHelper::ReplaceKey | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | Replace a key in the manifest (between MatchPrefix and MatchSuffix) with NewInfix. | SharedSettingsWidgets | void ReplaceKey ( const [FString](API\Runtime\Core\Containers\FString) & MatchPrefix, const [FString](API\Runtime\Core\Containers\FString) & MatchSuffix, const [FString](API\Runtime\Core\Containers\FString) & NewInfix ) | [] |
FManifestUpdateHelper::ReplaceStringPortion | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | Replaces the text in InOutString between MatchPrefix and MatchSuffix with NewInfix, returning true if it was found. | SharedSettingsWidgets | static bool ReplaceStringPortion ( [FString](API\Runtime\Core\Containers\FString) & InOutString, const [FString](API\Runtime\Core\Containers\FString) & MatchPrefix, const [FString](API\Runtime\Core\Containers\FString) & MatchSuffix, const [FString](API\Runtime\Core\Containers\FString) & NewInfix ) | [] |
FManifestUpdateHelper::FManifestUpdateHelper | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | SharedSettingsWidgets | FManifestUpdateHelper ( const [FString](API\Runtime\Core\Containers\FString) & InFilename ) | [] |
|
FManifestUpdateHelper | /Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h | This is a utility class used to update individual sections of an XML manifest or .plist in raw string form. It is formatting sensitive and will fail if things are formatted in an unexpected manner. This is a stopgap measure, and will be replaced using a proper XML parser when it is ready for use. | SharedSettingsWidgets | class FManifestUpdateHelper | [] |
FOnPostExternalImageCopy | /Engine/Source/Developer/SharedSettingsWidgets/Public/SExternalImageReference.h | Delegate fired after an image has been copied | SharedSettingsWidgets | typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FOnPostExternalImageCopy | [] |
FOnPreExternalImageCopy | /Engine/Source/Developer/SharedSettingsWidgets/Public/SExternalImageReference.h | Delegate fired before an image has been copied | SharedSettingsWidgets | typedef TBaseDelegate_OneParam< bool, const [FString](API\Runtime\Core\Containers\FString) & > FOnPreExternalImageCopy | [] |
ERequiredState | /Engine/Source/Developer/SharedSettingsWidgets/Public/PlatformIconInfo.h | SharedSettingsWidgets | enum ERequiredState { Required, Optional, } | [] |
|
FPlatformIconInfo::FPlatformIconInfo | /Engine/Source/Developer/SharedSettingsWidgets/Public/PlatformIconInfo.h | SharedSettingsWidgets | FPlatformIconInfo ( const [FString](API\Runtime\Core\Containers\FString) & InIconPath, [FText](API\Runtime\Core\Internationalization\FText) InIconName, [FText](API\Runtime\Core\Internationalization\FText) InIconDescription, int32 RequiredWidth, int32 RequiredHeight, [ERequiredState](API\Developer\SharedSettingsWidgets\FPlatformIconInfo\ERequiredState) IsRequired ) | [] |
|
FPlatformIconInfo | /Engine/Source/Developer/SharedSettingsWidgets/Public/PlatformIconInfo.h | SharedSettingsWidgets | struct FPlatformIconInfo | [
{
"type": "FText",
"name": "IconDescription",
"description": ""
},
{
"type": "FText",
"name": "IconName",
"description": ""
},
{
"type": "FString",
"name": "IconPath",
"description": ""
},
{
"type": "FIntPoint",
"name": "IconRequiredSize",
"description": ""
},
{
"type": "ERequiredState",
"name": "RequiredState",
"description": ""
}
] |
|
FShaderFormatsPropertyDetails::CreateTargetShaderFormatsPropertyView | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Deprecated* CreateTargetShaderFormatsPropertyView now gets RHI names viaFNameinstead ofFString. Please change your callback function as this is a breaking change. | SharedSettingsWidgets | void CreateTargetShaderFormatsPropertyView ( [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [Deprecated_GetFriendlyNameFromRHINameFnc](API\Developer\SharedSettingsWidgets\FShaderFormatsPropertyDetails\Deprecated_GetFr-) * FriendlyNameFnc ) | [] |
FShaderFormatsPropertyDetails::CreateTargetShaderFormatsPropertyView | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Create the UI to select which windows shader formats we are targeting | SharedSettingsWidgets | void CreateTargetShaderFormatsPropertyView ( [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [GetFriendlyNameFromRHINameFnc](API\Developer\SharedSettingsWidgets\FShaderFormatsPropertyDetails\GetFriendlyNameF-) * FriendlyNameFnc, [FilterShaderPlatformFnc](API\Developer\SharedSettingsWidgets\FShaderFormatsPropertyDetails\FilterShaderPlat-) * FilterShaderPlatformFunc, [ECategoryPriority::Type](API\Editor\PropertyEditor\ECategoryPriority__Type) InPriority ) | [] |
FilterShaderPlatformFnc | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | SharedSettingsWidgets | typedef bool( FilterShaderPlatformFnc | [] |
|
Deprecated_GetFriendlyNameFromRHINameFnc | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | SharedSettingsWidgets | typedef [FText](API\Runtime\Core\Internationalization\FText)( Deprecated_GetFriendlyNameFromRHINameFnc | [] |
|
GetFriendlyNameFromRHINameFnc | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | SharedSettingsWidgets | typedef [FText](API\Runtime\Core\Internationalization\FText)( GetFriendlyNameFromRHINameFnc | [] |
|
FShaderFormatsPropertyDetails::IsTargetedRHIChecked | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Whether this RHI is currently enabled | SharedSettingsWidgets | ECheckBoxState IsTargetedRHIChecked ( [FName](API\Runtime\Core\UObject\FName) InRHIName ) const | [] |
FShaderFormatsPropertyDetails::SetOnUpdateShaderWarning | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Simple delegate for updating shader version warning | SharedSettingsWidgets | void SetOnUpdateShaderWarning ( const FSimpleDelegate & Delegate ) | [] |
FShaderFormatsPropertyDetails::FShaderFormatsPropertyDetails | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Constructor for the parent property details view | SharedSettingsWidgets | FShaderFormatsPropertyDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * InDetailBuilder, const TCHAR * InProperty, const TCHAR * InTitle ) | [] |
FShaderFormatsPropertyDetails | /Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h | Helper which implements details panel customizations for a device profiles parent property | SharedSettingsWidgets | class FShaderFormatsPropertyDetails : public [TSharedFromThis< FShaderFormatsPropertyDetails >](API\Runtime\Core\Templates\TSharedFromThis) | [] |
SExternalImageReference::Construct | /Engine/Source/Developer/SharedSettingsWidgets/Public/SExternalImageReference.h | SharedSettingsWidgets | void Construct ( const [FArguments](API\Developer\SharedSettingsWidgets\SExternalImageReference\FArguments) & InArgs, const [FString](API\Runtime\Core\Containers\FString) & InBaseFilename, const [FString](API\Runtime\Core\Containers\FString) & InOverrideFilename ) | [] |
|
SExternalImageReference::FArguments::DeletePreviousTargetWhenExtensionChanges | /Engine/Source/Developer/SharedSettingsWidgets/Public/SExternalImageReference.h | If true, deletes the previous reference if the file extension changes | SharedSettingsWidgets | WidgetArgsType & DeletePreviousTargetWhenExtensionChanges &40; bool InArg &41; | [] |
SExternalImageReference::FArguments::DeleteTargetWhenDefaultChosen | /Engine/Source/Developer/SharedSettingsWidgets/Public/SExternalImageReference.h | If true, the target image will be deleted if the default is chosen | SharedSettingsWidgets | WidgetArgsType & DeleteTargetWhenDefaultChosen &40; bool InArg &41; | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.