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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 )
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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, }
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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 )
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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 )
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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 )
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FManifestUpdateHelper::GetFirstErrorMessage
/Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h
Returns the first error message.
SharedSettingsWidgets
[FText](API\Runtime\Core\Internationalization\FText) GetFirstErrorMessage() const
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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 )
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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 )
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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 )
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FManifestUpdateHelper::FManifestUpdateHelper
/Engine/Source/Developer/SharedSettingsWidgets/Public/ManifestUpdateHelper.h
SharedSettingsWidgets
FManifestUpdateHelper ( const [FString](API\Runtime\Core\Containers\FString) & InFilename )
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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
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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
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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
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ERequiredState
/Engine/Source/Developer/SharedSettingsWidgets/Public/PlatformIconInfo.h
SharedSettingsWidgets
enum ERequiredState { Required, Optional, }
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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 )
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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 )
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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 )
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FilterShaderPlatformFnc
/Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h
SharedSettingsWidgets
typedef bool( FilterShaderPlatformFnc
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Deprecated_GetFriendlyNameFromRHINameFnc
/Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h
SharedSettingsWidgets
typedef [FText](API\Runtime\Core\Internationalization\FText)( Deprecated_GetFriendlyNameFromRHINameFnc
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GetFriendlyNameFromRHINameFnc
/Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h
SharedSettingsWidgets
typedef [FText](API\Runtime\Core\Internationalization\FText)( GetFriendlyNameFromRHINameFnc
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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
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FShaderFormatsPropertyDetails::SetOnUpdateShaderWarning
/Engine/Source/Developer/SharedSettingsWidgets/Public/ShaderFormatsPropertyDetails.h
Simple delegate for updating shader version warning
SharedSettingsWidgets
void SetOnUpdateShaderWarning ( const FSimpleDelegate & Delegate )
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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 )
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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)
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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 )
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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;
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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;
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