code: void ValidateUseExternalAccessMode ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resource, ERHIAccess ReadOnlyAccess, ERHIPipeline Pipelines )


module: RenderCore

code: void ValidateUseInternalAccessMode ( [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * Resaource )


code: FRDGUserValidation ( const [FRDGUserValidation](API\Runtime\RenderCore\FRDGUserValidation) & )


code: FRDGUserValidation ( [FRDGAllocator](API\Runtime\RenderCore\FRDGAllocator) & Allocator, bool bParallelExecuteEnabled )


className: FRDGUserValidation

description: Finally, this class is designed for user validation, not for internal graph validation. In other words, if the user can break the graph externally via the client-facing API, this validation layer should catch it. Any internal validation of the graph state should be kept out of this class in order to provide a clear and modular location to extend the validation layer as well as clearly separate the graph implementation details from events in the graph.

code: class FRDGUserValidation


code: FRDGViewHandle GetHandle() const


description: Returns the referenced parent render graph resource.

code: [FRDGViewableResource](API\Runtime\RenderCore\FRDGViewableResource) * GetParent() const


code: FRDGView ( const TCHAR * Name, ERDGViewType InType )


className: FRDGView

description: A render graph resource (e.g. a view) which references a single viewable resource (e.g. a texture / buffer). Provides an abstract way to access the viewable resource.

code: class FRDGView : public [FRDGResource](API\Runtime\RenderCore\FRDGResource)

Type

type: const ERDGViewT...

description: The type of this child resource; useful for casting between types.


className: DeallocatedReferenceCount

code: static const uint16 DeallocatedReferenceCount = ~0;


className: DefaultEpilogueAccess

code: static const ERHIAccess DefaultEpilogueAccess = ERHIAccess::SRVMask;


className: EAccessMode

code: enum EAccessMode { Internal, External, }


className: EFirstBarrier

code: enum EFirstBarrier { Split, ImmediateRequested, ImmediateConfirmed, }


code: bool IsExternalAccess&40;&41; const


description: Whether a prior pass added to the graph produced contents for this resource. External resources are not considered produced until used for a write operation. This is a union of all subresources, so any subresource write will set this to true.

code: bool HasBeenProduced() const


className: FAccessModeState

code: struct FAccessModeState

Access

type: ERHIAccess

ActiveMode

type: EAccessMode

description: The actual access mode replayed on the setup pass timeline.

bLocked

type: uint8:  1

Mode

type: EAccessMode:  1

Pipelines

type: ERHIPipeline:  ...


className: ETransientExtractionHint

code: enum ETransientExtractionHint { None, Disable, Enable, }


description: Whether this resource is externally registered with the graph (i.e. the user holds a reference to the underlying resource outside the graph).

code: bool IsExternal() const


description: Whether this resource is has been queued for extraction at the end of graph execution.

code: bool IsExtracted() const


code: FRDGViewableResource ( const TCHAR * InName, ERDGViewableResourceType InType, bool bSkipTracking, bool bImmediateFirstBarrier )


className: FRDGViewableResource

description: A render graph resource with an allocation lifetime tracked by the graph. May have child resources which reference it (e.g. views).

code: class FRDGViewableResource : public [FRDGResource](API\Runtime\RenderCore\FRDGResource)

AccessModeState

type: FRDGViewableRes...

bExternal

description: Whether this is an externally registered resource.

bExtracted

description: Whether this is an extracted resource.

bForceNonTransient

description: Whether this resource cannot be made transient.

bLastOwner

description: Whether this resource is the last owner of its allocation (i.e. nothing aliases the allocation later in the execution timeline).

bProduced

description: Whether any sub-resource has been used for write by a pass.

bQueuedForUpload

description: If true, the resource has been queued for an upload operation.

bTransient

description: Whether this resource is allocated through the transient resource allocator.

EpilogueAccess

description: The state of the resource at the graph epilogue.

FirstBarrier

type: EFirstBarrier: ...

description: If true, this resource should skip the prologue split barrier and perform transition right away.

FirstPass

type: FRDGPassHandle

TransientExtractionHint

type: ETransientExtra...

description: Whether this resource is allowed to be both transient and extracted.

Type

type: const ERDGViewa...

description: The type of this resource; useful for casting between types.


code: FRDGWaitForTasksScope ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, bool InbCondition )


className: FRDGWaitForTasksScope

description: Scope used to wait for outstanding tasks when the scope destructor is called. Used for command list recording tasks.

code: class FRDGWaitForTasksScope


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FReadbackBufferParameters](API\Runtime\RenderCore\FReadbackBufferParameters) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FReadbackBufferParameters

code: class FReadbackBufferParameters

Buffer

type: TRDGResourceAcc...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FReadbackTextureParameters](API\Runtime\RenderCore\FReadbackTextureParameters) & InContents, EUniformBufferUsage InUsage )


className: FReadbackTextureParameters

code: class FReadbackTextureParameters


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> [DataType](API\Plugins\OptimusCore\DataType) Read ( const [DataType](API\Plugins\OptimusCore\DataType) & DefaultValue )


description: Read up to N elements.

code: TConstArrayView< uint32 > ReadCount ( int32 Count )


className: FReader

description: No constructors are accessible with public or protected access.

code: class FReader

MessageId

type: constFMessageI...


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FReadTextureExternalPS](API\Runtime\RenderCore\FReadTextureExternalPS) >::Type InternalBaseType


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, FTextureRHIRef TextureExt, FSamplerStateRHIRef SamplerState, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ScaleRotation, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Offset )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FReadTextureExternalPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: namespace Freeze { void Freeze::IntrinsicToString ( const TIndexedPtr< [FShaderType](API\Runtime\RenderCore\FShaderType) > & Object, const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & TypeDesc, const [FPlatformTypeLayoutParameters](API\Runtime\Core\Serialization\FPlatformTypeLayoutParameters) & LayoutParams, [FMemoryToStringContext](API\Runtime\Core\Serialization\FMemoryToStringContext) & OutContext ) }


className: FReadTextureExternalPS

description: Pixel shader to read from TextureExternal source

code: class FReadTextureExternalPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: namespace Freeze { void Freeze::IntrinsicToString ( const TIndexedPtr< [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) > & Object, const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & TypeDesc, const [FPlatformTypeLayoutParameters](API\Runtime\Core\Serialization\FPlatformTypeLayoutParameters) & LayoutParams, [FMemoryToStringContext](API\Runtime\Core\Serialization\FMemoryToStringContext) & OutContext ) }


code: FRegisterRayTracingPayloadTypeHelper ( ERayTracingPayloadType PayloadType, uint32 PayloadSize, TRaytracingPayloadSizeFunction PayloadSizeFunction )


className: FRegisterRayTracingPayloadTypeHelper


description:
Computes a squared distance to point
Squared distance to specified point

code: float ComputeSquaredDistanceToPoint ( const FVector3f & Point ) const


code: const FVector3f & GetMax() const


code: const FVector3f & GetMin() const


code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) operator+ ( const [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & Other ) const


code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & operator+= ( const FVector3f & Other )


code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & operator+= ( const [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & Other )


code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & operator= ( const FVector3f & Other )


description:
Gets a bounding volume transformed by a matrix.
The transformed volume.

code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) TransformBy ( const FMatrix44f & M ) const


code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) TransformBy ( const FMatrix44d & M ) const


description:
Gets a bounding volume transformed by a render transform.
The transformed volume.

code: [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) TransformBy ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & T ) const


code: FRenderBounds ( const FBox & Box )


code: FRenderBounds ( const FBoxSphereBounds & Bounds )


code: FRenderBounds ( const FVector3f & InMin, const FVector3f & InMax )


className: FRenderBounds

code: struct FRenderBounds


description: All render commands run on the render thread.


className: FRenderCommand

description: The parent class of commands stored in the rendering command queue.

code: class FRenderCommand


description: Adds a fence command to the rendering command queue. Conceptually, the pending fence count is incremented to reflect the pending fence command. Once the rendering thread has executed the fence command, it decrements the pending fence count.

code: void BeginFence ( bool bSyncToRHIAndGPU )


description: Return true if the fence is complete

code: bool IsFenceComplete() const


description:
Waits for pending fence commands to retire.
Waits for pending fence commands to retire.

code: void Wait ( bool bProcessGameThreadTasks ) const


description: Ctor/dtor.

code: FRenderCommandFence()


className: FRenderCommandFence

description: Used to track pending rendering commands from the game thread.

code: class FRenderCommandFence


description: Reinitializes render resources at a new feature level.

code: static void ChangeFeatureLevel ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) NewFeatureLevel )


description: Helper for submitting a resource array to RHI and freeing eligible CPU memory.

code: template<bool bRenderThread, typename T> FBufferRHIRef CreateRHIBuffer ( T & InOutResourceObject, const uint32 ResourceCount, EBufferUsageFlags InBufferUsageFlags, const TCHAR * InDebugName )


className: EInitPhase

description: Controls initialization order of render resources. Early engine resources utilize the 'Pre' phase to avoid static init ordering issues.

code: enum EInitPhase { Pre, Default, MAX, }


code: static [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & GetCommandList()


code: const FStaticFeatureLevel GetFeatureLevel() const


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: bool HasValidFeatureLevel() const


description: Initializes the dynamic RHI resource and/or RHI render target used by this resource. Called when the resource is initialized, or when reseting all RHI resources. Resources that need to initialize after a D3D device reset must implement this function. This is only called by the rendering thread.

code: virtual void InitDynamicRHI()


description: Initialize all resources initialized before the RHI was initialized

code: static void InitPreRHIResources()


description: Deprecated* InitResource now requires a command list.

code: virtual void InitResource()


description: Initializes the resource. This is only called by the rendering thread.

code: virtual void InitResource ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Deprecated* InitRHI now requires a command list.

code: virtual void InitRHI()


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Accessors.

code: bool IsInitialized() const


description: Releases the dynamic RHI resource and/or RHI render target resources used by this resource. Called when the resource is released, or when reseting all RHI resources. Resources that need to release before a D3D device reset must implement this function. This is only called by the rendering thread.

code: virtual void ReleaseDynamicRHI()


description: Prepares the resource for deletion. This is only called by the rendering thread.

code: virtual void ReleaseResource()


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: This is used during mobile editor preview refactor, this will eventually be replaced with a parameter toInitRHI()etc..

code: void SetFeatureLevel ( const FStaticFeatureLevel InFeatureLevel )


description: Release all render resources that are currently initialized.

code: static void ReleaseRHIForAllResources()


code: void SetInitPhase ( [EInitPhase](API\Runtime\RenderCore\FRenderResource\EInitPhase) InInitPhase )


description: SetOwnerName should be called before BeginInitResource for the owner name to be successfully tracked.

code: void SetOwnerName ( const [FName](API\Runtime\Core\UObject\FName) & InOwnerName )


description: If the resource's RHI resources have been initialized, then release and reinitialize it. Otherwise, do nothing. This is only called by the rendering thread.

code: void UpdateRHI()


code: void UpdateRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Default constructor.

code: FRenderResource()


description: Constructor when we know what feature level this resource should support

code: FRenderResource ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Destructor used to catch unreleased resources.

code: virtual ~FRenderResource()


className: FRenderResource

description: A rendering resource which is owned by the rendering thread.

code: class FRenderResource

ResourceState

type: ERenderResource...


description: Whether we can merge a render pass using Other into a render pass using this render target binding.

code: bool CanMergeBefore ( const [FRenderTargetBinding](API\Runtime\RenderCore\FRenderTargetBinding) & Other ) const


description: Deprecated* GetMipIndex has been renamed to SetMipIndex.

code: void GetMipIndex ( uint8 InMipIndex )


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * GetResolveTexture() const


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * GetTexture() const


code: void SetLoadAction ( ERenderTargetLoadAction InLoadAction )


code: void SetArraySlice ( int16 InArraySlice )


code: void SetMipIndex ( uint8 InMipIndex )


code: void SetResolveTexture ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture )


code: void SetTexture ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture )


code: FRenderTargetBinding ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture, ERenderTargetLoadAction InLoadAction, uint8 InMipIndex, int16 InArraySlice )


className: FRenderTargetBinding

description: Render graph information about how to bind a render target.

code: struct FRenderTargetBinding


code: FRenderTargetBinding ( [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InTexture, [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * InResolveTexture, ERenderTargetLoadAction InLoadAction, uint8 InMipIndex, int16 InArraySlice )


code: bool CanMergeBefore ( const [FRenderTargetBindingSlots](API\Runtime\RenderCore\FRenderTargetBindingSlots) & Other ) const


code: template<typename [TFunction](API\Runtime\Core\GenericPlatform\TFunction)> void Enumerate ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction) Function )


code: template<typename [TFunction](API\Runtime\Core\GenericPlatform\TFunction)> void Enumerate ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction) Function ) const


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = false;


className: NumColumns

code: static NumColumns = 1;


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: const [FRenderTargetBinding](API\Runtime\RenderCore\FRenderTargetBinding) & operator[] ( uint32 Index ) const


description: FRenderTargetParametersPassParameters; PassParameters.RenderTargets.DepthStencil = ... ; PassParameters.RenderTargets[0] = ... ;

code: [FRenderTargetBinding](API\Runtime\RenderCore\FRenderTargetBinding) & operator[] ( uint32 Index )


className: FRenderTargetBindingSlots

description: Special shader parameters type for a pass parameter to setup render targets.

code: struct FRenderTargetBindingSlots

DepthStencil

type: FDepthStencilBi...

Output

type: TStaticArray<F...

ResolveRect

type: FResolveRect

ShadingRateTexture

type: FRDGTexture...

SubpassHint

type: ESubpassHint


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FRenderTargetParameters](API\Runtime\RenderCore\FRenderTargetParameters) & InContents, EUniformBufferUsage InUsage )


code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FRenderTargetParameters

code: class FRenderTargetParameters

RenderTargets

type: FRenderTargetBi...


code: void CreateUntrackedElement ( const [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) & Desc, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & Out, const [FSceneRenderTargetItem](API\Runtime\RenderCore\FSceneRenderTargetItem) & Item )


description: Logs out usage information.

code: void DumpMemoryUsage ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & OutputDevice )


code: [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > FindFreeElement ( FRHITextureCreateInfo Desc, const TCHAR * Name )


code: bool FindFreeElement ( const FRHITextureCreateInfo & Desc, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & Out, const TCHAR * Name )


description: true if the old element was still valid, false if a new one was assigned

code: bool FindFreeElement ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FPooledRenderTargetDesc](API\Runtime\RenderCore\FPooledRenderTargetDesc) & Desc, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & Out, const TCHAR * InDebugName )


description: -1 if not found

code: int32 FindIndex ( [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * In ) const


description: Allows to remove a resource so it cannot be shared and gets released immediately instead a/some frame[s] later.

code: void FreeUnusedResource ( [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & In )


description: Good to call between levels or before memory intense operations.

code: void FreeUnusedResources()


description:
For debugging purpose, assumes you call FlushRenderingCommands() be
can be 0, that doesn't mean iteration is done

code: [FPooledRenderTarget](API\Runtime\RenderCore\FPooledRenderTarget) * GetElementById ( uint32 Id ) const


code: uint32 GetElementCount() const


description: Only to get statistics on usage and free elements. Normally only called in renderthread or if FlushRenderingCommands was called()

code: void GetStats ( uint32 & OutWholeCount, uint32 & OutWholePoolInKB, uint32 & OutUsedInKB ) const


description: Free renderer resources

code: virtual void ReleaseRHI()


description: Can release RT, should be called once per frame. call from RenderThread only

code: void TickPoolElements()


className: FRenderTargetPool

description: Encapsulates the render targets pools that allows easy sharing (mostly used on the render thread side)

code: class FRenderTargetPool : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


code: void EnqueueRenderCommand ( [RenderCommandFunction](API\Runtime\Core\GenericPlatform\TFunction) && Lambda )


className: RenderCommandFunctionArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [RenderCommandFunction](API\Runtime\Core\GenericPlatform\TFunction) > RenderCommandFunctionArray


code: void InitRHI ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & )


code: void ReleaseRHI ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & )


className: FRenderThreadScope

code: class FRenderThreadScope


description: Copy construction is not allowed. Used to avoid accidental copying in the command lambda.

code: FRenderThreadStructBase ( const [FRenderThreadStructBase](API\Runtime\RenderCore\FRenderThreadStructBase) & )


className: FRenderThreadStructBase

code: struct FRenderThreadStructBase


description:
Returns the current delta time.
Current delta time (number of seconds that passed between the last two tick)

code: float GetCurrentDeltaTime() const


description:
Returns the current time, in seconds.
Current time, in seconds

code: float GetCurrentTime() const


description: Updates the timer.

code: void Tick ( float DeltaTime )


className: FRenderTimer

description: Timer helper class.

code: class FRenderTimer

CurrentDeltaTime

type: float

description: Current delta time (number of seconds that passed between the last two tick).

CurrentTime

description: Current time, in seconds.


code: bool Equals ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & Other, float Tolerance ) const


code: bool IsScaleNonUniform() const


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & operator= ( [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) && )


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & operator= ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & )


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & operator= ( const FMatrix44f & From )


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & operator= ( const FMatrix44d & From )


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) operator* ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & Other ) const


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) operator* ( const FMatrix44f & Other ) const


code: void To3x4MatrixTranspose ( float * Result ) const


code: FMatrix44f ToMatrix44f() const


code: FRenderTransform ( [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) && )


code: FRenderTransform ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & )


code: FRenderTransform ( const FMatrix44f & M )


code: FRenderTransform ( const FMatrix44d & M )


code: FRenderTransform ( const FVector3f & InXAxis, const FVector3f & InYAxis, const FVector3f & InZAxis, const FVector3f & InOrigin )


className: FRenderTransform

description: TODO: Further compress data size with tighter encoding LWC_TODO: Rebasing support (no 64bit types in here) TODO: Optimization (avoid full 4x4 math)

code: struct FRenderTransform


className: FResizeResourceSOAParams

code: struct FResizeResourceSOAParams


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveArrayVS](API\Runtime\RenderCore\FResolveArrayVS) >::Type InternalBaseType


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FResolveArrayVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FResolveArrayVS

code: class FResolveArrayVS : public [FResolveVS](API\Runtime\RenderCore\FResolveVS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepth2XPS](API\Runtime\RenderCore\FResolveDepth2XPS) >::Type InternalBaseType


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FResolveDepth2XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepth2XPS : public [FResolveDepthPS](API\Runtime\RenderCore\FResolveDepthPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepth4XPS](API\Runtime\RenderCore\FResolveDepth4XPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FResolveDepth4XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepth4XPS : public [FResolveDepthPS](API\Runtime\RenderCore\FResolveDepthPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepth8XPS](API\Runtime\RenderCore\FResolveDepth8XPS) >::Type InternalBaseType


code: static bool ShouldCache ( EShaderPlatform Platform )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FResolveDepth8XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepth8XPS : public [FResolveDepthPS](API\Runtime\RenderCore\FResolveDepthPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: template<int Counter> struct InternalLinkType


code: FResolveDepthArray2XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepthArray2XPS : public [FResolveDepthArrayPS](API\Runtime\RenderCore\FResolveDepthArrayPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepthArray4XPS](API\Runtime\RenderCore\FResolveDepthArray4XPS) >::Type InternalBaseType


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FResolveDepthArray4XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepthArray4XPS : public [FResolveDepthArrayPS](API\Runtime\RenderCore\FResolveDepthArrayPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepthArray8XPS](API\Runtime\RenderCore\FResolveDepthArray8XPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCache ( EShaderPlatform Platform )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FResolveDepthArray8XPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FResolveDepthArray8XPS : public [FResolveDepthArrayPS](API\Runtime\RenderCore\FResolveDepthArrayPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepthArrayPS](API\Runtime\RenderCore\FResolveDepthArrayPS) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FResolveDepthArrayPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FResolveDepthArrayPS

code: class FResolveDepthArrayPS : public [FResolveDepthPS](API\Runtime\RenderCore\FResolveDepthPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static constexpr int CounterBase = __COUNTER__;


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveDepthPS](API\Runtime\RenderCore\FResolveDepthPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: InternalLinkType<COUNTER-CounterBase >


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FParameter](API\Runtime\RenderCore\FResolveDepthPS\FParameter) )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FParameter](API\Runtime\RenderCore\FResolveDepthPS\FParameter) )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FResolveDepthPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FResolveDepthPS

code: class FResolveDepthPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

UnresolvedSurface

type: FShaderResource...


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveSingleSamplePS](API\Runtime\RenderCore\FResolveSingleSamplePS) >::Type InternalBaseType


className: FParameter

code: typedef uint32 FParameter


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, uint32 SingleSampleIndexValue )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, uint32 SingleSampleIndexValue )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FResolveSingleSamplePS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FResolveSingleSamplePS

code: class FResolveSingleSamplePS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

SingleSampleIndex

type: FShaderParamete...


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FResolveVS](API\Runtime\RenderCore\FResolveVS) >::Type InternalBaseType


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FResolveRect](API\Runtime\RHI\FResolveRect) & SrcBounds, const [FResolveRect](API\Runtime\RHI\FResolveRect) & DstBounds, uint32 DstSurfaceWidth, uint32 DstSurfaceHeight )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FResolveRect](API\Runtime\RHI\FResolveRect) & SrcBounds, const [FResolveRect](API\Runtime\RHI\FResolveRect) & DstBounds, uint32 DstSurfaceWidth, uint32 DstSurfaceHeight )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FResolveVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FResolveVS

description: A vertex shader for rendering a textured screen element.

code: class FResolveVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Allocates and setup shader parameter in the incoming graph builder

code: [FRGB10toYUVv210ConvertPS::FParameters](API\Runtime\RenderCore\FRGB10toYUVv210ConvertPS\FParameters) * AllocateAndSetParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix & ColorTransform, const FVector & YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: FParameters

code: class FParameters

PaddingScale

type: TShaderParamete...

RGBToYUVConversion

type: FRGBToYUVConver...


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FRGB10toYUVv210ConvertPS](API\Runtime\RenderCore\FRGB10toYUVv210ConvertPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FRGB10toYUVv210ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


description: Pixel shader to convert RGB 10 bits to YUV v210

code: class FRGB10toYUVv210ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: [FRGB8toUYVY8ConvertPS::FParameters](API\Runtime\RenderCore\FRGB8toUYVY8ConvertPS\FParameters) * AllocateAndSetParameters ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix & ColorTransform, const FVector & YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


code: static Alignment = 16;


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


code: static NumColumns = 1;


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumElements = 0;


code: typedef FParameters TAlignedType


description: GetStructMetadata()

code: struct FTypeInfo


code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


code: typedef zzFuncPtr(&42; zzMemberFunc


code: typedef FParameters zzTThisStruct


code: class FParameters


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FRGB8toUYVY8ConvertPS](API\Runtime\RenderCore\FRGB8toUYVY8ConvertPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FRGB8toUYVY8ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: Pixel shader to convert RGB 8 bits to UYVY 8 bits

code: class FRGB8toUYVY8ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FRGB8toY8ConvertPS](API\Runtime\RenderCore\FRGB8toY8ConvertPS) >::Type InternalBaseType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > RGBATexture, const FVector4f & ColorTransform, bool LinearToSrgb )


code: FRGB8toY8ConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: This shader expects a single texture in PF_B8G8R8A8 format.

code: class FRGB8toY8ConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FRGBConvertPS](API\Runtime\RenderCore\FRGBConvertPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< FRHITexture2D > RGBTexture, const FIntPoint & OutputDimensions, [UE::Color::EEncoding](API\Runtime\ColorManagement\UE__Color__EEncoding) Encoding, const FMatrix44f & CSTransform )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FRGBConvertPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FRGBConvertPS

description: This shader expects an RGB or RGBA frame packed into a single texture in PF_B8G8R8A8, PF_A2B10G10R10 or PF_FloatRGB format.

code: class FRGBConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FRGBToYUVConversion](API\Runtime\RenderCore\FRGBToYUVConversion) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


code: typedef void * zzFuncPtr


code: typedef zzFuncPtr(* zzMemberFunc


className: FRGBToYUVConversion

description: Struct of common parameters used in media capture shaders to do RGB to YUV conversions

code: class FRGBToYUVConversion

InputSampler

type: TShaderResource...


code: FRHIAsyncCommandList ( [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) InGPUMask )


className: FRHIAsyncCommandList

description: A utility to record RHI commands asynchronously and then enqueue the resulting commands to the render thread.

code: class FRHIAsyncCommandList


className: FScatterCopyParams

code: struct FScatterCopyParams


code: void Add ( uint32 Index, const void * Data, uint32 Num )


code: void * Add_GetRef ( uint32 Index, uint32 Num )


description: Get pointer to an element data area, given the index of the element (not the destination scatter offset).

code: void * GetRef ( uint32 ElementIndex )


code: void Init ( uint32 NumElements, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR * DebugName )


description: Init with presized num scatters, expecting each to be set at a later point. Requires the user to keep track of the offsets to use.

code: void InitPreSized ( uint32 NumElements, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR * DebugName )


code: enum { PrimitiveDataStrideInFloat4s = 41 }


description: Deprecated* Scattered uploads toFTextureRWBufferwill no longer supported in a future release. Use a supported destination buffer type instead.

code: void ResourceUploadTo ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTextureRWBuffer](API\Runtime\RHI\FTextureRWBuffer) & DstBuffer, bool bFlush )


code: template<typename ResourceType> void ResourceUploadTo ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const ResourceType & DstBuffer, bool bFlush )


code: void SetUploadViaCreate ( bool bInUploadViaCreate )


code: void * Set_GetRef ( uint32 ElementIndex, uint32 ElementScatterOffset, uint32 Num )


description: Init with pre-existing destination index data, performs a bulk-copy.

code: void Init ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint32 > ElementScatterOffsets, uint32 InNumBytesPerElement, bool bInFloat4Buffer, const TCHAR * DebugName )


code: FScenePrimitiveRenderingContextScopeHelper ( [IScenePrimitiveRenderingContext](API\Runtime\RenderCore\IScenePrimitiveRenderingContext) * InScenePrimitiveRenderingContext )


className: FScatterUploadBuffer

code: class FScatterUploadBuffer

type: bool

ScatterBuffer

type: FByteAddressBuf...

ScatterData

type: uint32 *

UploadData

type: uint8 *


className: Allocator

code: typedef [TBlockAllocationLockFreeCache](API\Runtime\Core\Experimental\TBlockAllocationLockFreeCache)< BlockSize, [FOsAllocator](API\Runtime\Core\Experimental\FOsAllocator) > Allocator


className: BlockSize

code: static constexpr uint32 BlockSize = 64 * 1024;


className: AllowOversizedBlocks

code: static constexpr bool AllowOversizedBlocks = true;


className: InlineBlockAllocation

code: static constexpr bool InlineBlockAllocation = false;


className: RequiresAccurateSize

code: static constexpr bool RequiresAccurateSize = true;


className: TagName

code: static constexpr const char * TagName = "SceneRenderingAllocator";


className: FSceneRenderingBlockAllocationTag


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetRHI() const


description: Default constructor

code: FSceneRenderTargetItem()


description: Constructor

code: FSceneRenderTargetItem ( [FRHITexture](API\Runtime\RHI\FRHITexture) * InTargetableTexture, [FRHITexture](API\Runtime\RHI\FRHITexture) * InShaderResourceTexture, FUnorderedAccessViewRHIRef InUAV )


className: FSceneRenderTargetItem

description: Single render target item consists of a render surface and its resolve texture, Render thread side

code: struct FSceneRenderTargetItem

ShaderResourceTexture

type: FTextureRHIRef

description: The 2D or cubemap shader-resource 2D texture that the targetable textures may be resolved to.

TargetableTexture

description: The 2D or cubemap texture that may be used as a render or depth-stencil target.

UAV

type: FUnorderedAcces...

description: Only created if requested through the flag.


className: bRecursionCheck

code: static bool bRecursionCheck = false;


code: FScope ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FScope

description: RAII object for controlling a new GPU message scope.

code: class FScope


description: Use this constructor if not on rendering thread. Use bEnable to allow control over the capture frequency.

code: FScopedCapture ( bool bEnable, TCHAR const * InEventName, TCHAR const * InFileName )


description: Use this constructor if on rendering thread. Use bEnable to allow control over the capture frequency.

code: FScopedCapture ( bool bEnable, [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) * InRHICommandList, TCHAR const * InEventName, TCHAR const * InFileName )


description: Use this constructor if using RenderGraph to schedule work. Use bEnable to allow control over the capture frequency.

code: FScopedCapture ( bool bEnable, [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, TCHAR const * InEventName, TCHAR const * InFileName )


className: FScopedCapture

description: Helper for capturing within a scope. Handles both game and render thread. Fails gracefully if noIRenderCaptureProviderexists.

code: class FScopedCapture


className: FScreenRectangleIndexBuffer

code: class FScreenRectangleIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)


description: Initialize the RHI for this rendering resource

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FScreenRectangleVertexBuffer

description: Static vertex and index buffer used for 2D screen rectangles.

code: class FScreenRectangleVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


className: FScreenSpaceVertexBuffer

code: class FScreenSpaceVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzLastMemberId

code: typedef zzFirstMemberId zzLastMemberId


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static RENDERCORE_API [ShaderMetaType](API\Runtime\RenderCore\FScreenVertexShaderVS\ShaderMetaType) & GetStaticType()


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FScreenVertexShaderVS](API\Runtime\RenderCore\FScreenVertexShaderVS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FScreenVertexShaderVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FScreenVertexShaderVS

description: Vertex shader to draw a screen quad that works on all platforms. Does not have any shader parameters. The pixel shader should just use SV_Position.

code: class FScreenVertexShaderVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: ECode

code: enum ECode { NotSet = -1, Success, GeneralCrash, BadShaderFormatVersion, BadInputVersion, BadSingleJobHeader, BadPipelineJobHeader, CantDeleteInputFile, CantSaveOutputFile, NoTargetShaderFormatsFound, CantCompileForSpecificFormat, CrashInsidePlatformCompiler, BadInputFile, OutOfMemory, }


description: Returns the global SCW error code.


description: Returns the global SCW error code information string. Empty string if not set.

code: static const [FString](API\Runtime\Core\Containers\FString) & GetInfo()


description: Returns true if the SCW global error code has been set. Equivalent to 'Get()!= NotSet'.

code: static bool IsSet()


description: Sets the global SCW error code if it hasn't been set before. Call Reset first before setting a new value. Returns true on success, otherwise the error code has already been set.

code: static void Report ( [ECode](API\Runtime\RenderCore\FSCWErrorCode\ECode) Code, const FStringView & Info )


description: Resets the global SCW error code to NotSet.

code: static void Reset()


className: FSCWErrorCode

code: struct FSCWErrorCode


code: void AddValue ( uint32 InValue )


code: void AppendKeyString ( [FString](API\Runtime\Core\Containers\FString) & KeyString ) const


code: uint8 GetToken ( int32 Index ) const


code: bool operator== ( const [FSerializationHistory](API\Runtime\RenderCore\FSerializationHistory) & Other ) const


className: FSerializationHistory

description: Encapsulates information about a shader's serialization behavior, used to detect when C++ serialization changes to auto-recompile.

code: class FSerializationHistory

FullLengths

type: TArray< uint32 ...

description: Full size length entries. One of these are used for every token with a value of 0.

NumTokens

description: Number of tokens in TokenBits.

TokenBits

description: Token stream stored as uint32's.


description: Gets the length value from NextTokenIndex + Offset into history.

code: uint32 GetValue ( int32 Offset )


code: FSerializationHistoryTraversalState ( const [FSerializationHistory](API\Runtime\RenderCore\FSerializationHistory) & InHistory )


className: FSerializationHistoryTraversalState

description: Tracks state when traversing aFSerializationHistory.

History

type: constFSerializ...


code: void CollectStatsAndDebugInfo ( [FDebugStats](API\Runtime\RenderCore\FSerializedShaderArchive\FDebugStats) & OutDebugStats, [FExtendedDebugStats](API\Runtime\RenderCore\FSerializedShaderArchive\FExtendedDebugStats) * OutExtendedDebugStats )


code: void CreateAsChunkFrom ( const [FSerializedShaderArchive](API\Runtime\RenderCore\FSerializedShaderArchive) & Parent, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & PackagesInChunk, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutShaderCodeEntriesNeeded )


code: void DumpContentsInPlaintext ( [FString](API\Runtime\Core\Containers\FString) & OutText ) const


code: void DecompressShader ( int32 Index, const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> & ShaderCode, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutDecompressedShader ) const


className: EAssetInfoVersion

code: enum EAssetInfoVersion { CurrentVersion = 2, }


className: FExtendedDebugStats

code: struct FExtendedDebugStats

MaxNumberofShadersPerSM

description: Maximum number of shaders in any given shadermap

MedianNumberOfShadersPerSM

description: Median number of shaders in shadermaps

MinNumberOfShadersPerSM

description: Minimum number of shaders in any given shadermap

TextualRepresentation

type: FString

description: Textual contents, should match the binary layout in terms of order

TopShaderUsages

type: TArray< int32 >

description: For the top shaders (descending), number of shadermaps in which they are used.


code: bool FindOrAddShader ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, int32 & OutIndex )


code: bool FindOrAddShaderMap ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, int32 & OutIndex, const FShaderMapAssetPaths * AssociatedAssets )


code: int32 FindShader ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash ) const


code: int32 FindShaderMap ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash ) const


code: int32 FindShaderMapWithKey ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, uint32 Key ) const


code: int32 FindShaderWithKey ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, uint32 Key ) const


code: int64 GetAllocatedSize() const


code: int32 GetNumShaderMaps() const


code: bool LoadAssetInfo ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: void SaveAssetInfo ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FSerializedShaderArchive

description: Portion of shader code archive that's serialize to disk.

code: class FSerializedShaderArchive

PreloadEntries

type: TArray<FFileCa...

description: An array of entries for the bytes of shadercode that need to be preloaded for a shadermap.

ShaderCodeToAssets

type: TMap<FSHAHash,...

description: Mapping from shadermap hashes to an array of asset names - this is used for on-disk storage as it is shorter.

ShaderEntries

type: TArray<FShader...

description: An array of all shaders descriptors, deduplicated

ShaderHashes

type: TArray<FSHAHas...

description: Output hashes of all shaders in the library

ShaderHashTable

type: FHashTable

ShaderIndices

description: Flat array of shaders referenced by all shadermaps.

ShaderMapEntries

description: An array of a shadermap descriptors. Each shadermap can reference an arbitrary number of shaders

ShaderMapHashes

description: Hashes of all shadermaps in the library


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void DumpDebugInfo ( const [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) & InPtrTable )


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * FindAutomaticallyBoundUniformBufferStruct ( int32 BaseIndex ) const


code: void Finalize ( const [FShaderMapResourceCode](API\Runtime\RenderCore\FShaderMapResourceCode) * Code )


code: EShaderFrequency GetFrequency() const


description: Returns the hash of the shader file that this shader was compiled with.

code: const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & GetHash() const


code: uint32 GetNumInstructions() const


code: uint32 GetNumTextureSamplers() const


code: const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & GetOutputHash() const


description: Can be overriden byFShadersubclasses to specify which raytracing payload should be used. This method is only called for raytracing shaders.

code: static ERayTracingPayloadType GetRayTracingPayloadType ( const int32 PermutationId )


description: Returns the meta data for the root shader parameter struct.

code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: int32 GetResourceIndex() const


description: Returns an identifier suitable for deterministic sorting of shaders between sessions.

code: uint32 GetSortKey() const


code: const [FShaderTarget](API\Runtime\RenderCore\FShaderTarget) GetTarget() const


description: Accessors.

code: [FShaderType](API\Runtime\RenderCore\FShaderType) * GetType ( const [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) & InPointerTable ) const


code: [FShaderType](API\Runtime\RenderCore\FShaderType) * GetType ( const [FPointerTableBase](API\Runtime\Core\Serialization\FPointerTableBase) * InPointerTable ) const


code: RENDERCORE_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: [FShaderType](API\Runtime\RenderCore\FShaderType) * GetTypeUnfrozen() const


description: Finds an automatically bound uniform buffer matching the given uniform buffer type if one exists, or returns an unbound parameter.

code: template<typename UniformBufferStructType> const [TShaderUniformBufferParameter](API\Runtime\RenderCore\TShaderUniformBufferParameter)< UniformBufferStructType > & GetUniformBufferParameter() const


description: Finds an automatically bound uniform buffer matching the given uniform buffer struct if one exists, or returns an unbound parameter.

code: const [FShaderUniformBufferParameter](API\Runtime\RenderCore\FShaderUniformBufferParameter) & GetUniformBufferParameter ( const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * SearchStruct ) const


description: Finds an automatically bound uniform buffer matching the HashedName if one exists, or returns an unbound parameter.

code: const [FShaderUniformBufferParameter](API\Runtime\RenderCore\FShaderUniformBufferParameter) & GetUniformBufferParameter ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) SearchName ) const


code: const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & GetVertexFactoryHash() const


code: [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType ( const [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) & InPointerTable ) const


code: [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetVertexFactoryType ( const [FPointerTableBase](API\Runtime\Core\Serialization\FPointerTableBase) * InPointerTable ) const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FShader](API\Runtime\RenderCore\FShader) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: Can be overridden byFShadersubclasses to modify their compile environment just before compilation occurs.

code: static void ModifyCompilationEnvironment ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) &, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & )


code: void SaveShaderStableKeys ( const [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) & InPtrTable, EShaderPlatform TargetShaderPlatform, int32 PermutationId, const struct [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) & SaveKeyVal )


code: void SetNumInstructions ( uint32 Value )


description: Can be overridden byFShadersubclasses to determine whether a specific permutation should be compiled.

code: static bool ShouldCompilePermutation ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & )


code: static RENDERCORE_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


description: Can be overridden byFShadersubclasses to determine whether compilation is valid.

code: static bool ValidateCompiledResult ( EShaderPlatform InPlatform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & InParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutError )


description: Used to construct a shader for deserialization. This still needs to initialize members to safe values since FShaderType::GenerateSerializationHistory uses this constructor.

code: FShader()


description: Construct a shader from shader compiler output.

code: FShader ( const [CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: FShader

description: A compiled shader and its parameter bindings.

code: class FShader

Bindings

type: FShaderParamete...

OutputHash

type: FSHAHash

description: Hash of the compiled output from this shader and the resulting parameter map.

SourceHash

description: Hash of this shader's source files generated at compile time, and stored to allow creating anFShaderId.

UniformBufferParameters

type: TMemoryImageArr...

VFSourceHash

description: Vertex factory source hash, stored so that anFShaderIdcan be constructed from this shader.


className: DepthStencilMaskIndex

description: Indexto mark the binding of a depth-stencil output resource.

code: static constexpr int32 DepthStencilMaskIndex = MaxIndex;


description: Sets the specified bitfield in this bitmask and validates its index boundary.

code: void EnableField ( int32 Index )


description: Returns whether the specified bitfield in this bitmask is set and validates its index boundary.

code: bool IsFieldEnabled ( int32 Index ) const


className: MaxIndex

description: Maximum value for a valid index in this bitmask.

code: static constexpr int32 MaxIndex = (sizeof(decltype(FShaderBindingInOutMask::Bitmask)) * 8u) - 1u;


className: FShaderBindingInOutMask

code: struct FShaderBindingInOutMask


className: FShaderBindings

code: struct FShaderBindings

bHasRegularUniformBuffers

type: bool

InOutMask

type: FShaderBindingI...

PackedGlobalArrays

type: TArray<FPacked...

PackedUniformBuffers

type: TArray<TArray<...

ShaderResourceTable

type: FShaderCompiler...


description: For convenience

code: template<class T> void AddOptionalData ( const T & In )


description: Note: we don't hash the optional attachments in GenerateOutputHash() as they would prevent sharing (e.g. many material share the save VS) convenience, silently drops the data if string is too long

code: void AddOptionalData ( uint8 Key, const ANSICHAR * InString )


code: void Compress ( [FName](API\Runtime\Core\UObject\FName) ShaderCompressionFormat, [FOodleDataCompression::ECompressor](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-) InOodleCompressor, [FOodleDataCompression::ECompressionLevel](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-_1) InOodleLevel )


description: Adds CustomData or does nothing if that was already done before

code: void FinalizeShaderCode() const


description: For read access, can have additional data attached to the end. Can also be compressed

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetReadAccess() const


code: int32 GetShaderCodeSize() const


code: int32 GetUncompressedSize() const


description: Note: we don't hash the optional attachments in GenerateOutputHash() as they would prevent sharing (e.g. many material share the save VS) can be called after the non optional data was stored in ShaderData

code: void AddOptionalData ( uint8 Key, const uint8 * ValuePtr, uint32 ValueSize )


description: Write access for regular microcode: Optional Data must be added AFTER regular microcode and BEFORE Finalize.

code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetWriteAccess()


code: static [FShaderCodeArchive](API\Runtime\RenderCore\FShaderCodeArchive) * Create ( EShaderPlatform InPlatform, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const [FString](API\Runtime\Core\Containers\FString) & InDestFilePath, const [FString](API\Runtime\Core\Containers\FString) & InLibraryDir, const [FString](API\Runtime\Core\Containers\FString) & InLibraryName )


code: virtual [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FRHIShader](API\Runtime\RHI\FRHIShader) > CreateShader ( int32 Index )


code: void CheckShaderCreation ( void * ShaderPtr, int32 Index )


code: virtual int32 FindShaderIndex ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: virtual int32 FindShaderMapIndex ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: virtual int32 GetNumShaderMaps() const


className: FShaderPreloadEntry

code: struct FShaderPreloadEntry

bNeverToBePreloaded

type: uint32:  1

Code

type: void *

PreloadEvent

type: FGraphEventRef


code: virtual int32 GetNumShaders() const


code: virtual int32 GetNumShadersForShaderMap ( int32 ShaderMapIndex ) const


code: virtual [FSHAHash](API\Runtime\Core\Misc\FSHAHash) GetShaderHash ( int32 ShaderMapIndex, int32 ShaderIndex )


code: virtual int32 GetShaderIndex ( int32 ShaderMapIndex, int32 i ) const


code: virtual bool IsNativeLibrary() const


code: void OnShaderPreloadFinished ( int32 ShaderIndex, const IMemoryReadStreamRef & PreloadData )


code: virtual bool PreloadShader ( int32 ShaderIndex, FGraphEventArray & OutCompletionEvents )


code: virtual bool PreloadShaderMap ( int32 ShaderMapIndex, FGraphEventArray & OutCompletionEvents )


code: virtual void ReleasePreloadedShader ( int32 ShaderIndex )


code: bool WaitForPreload ( [FShaderPreloadEntry](API\Runtime\RenderCore\FShaderCodeArchive\FShaderPreloadEntry) & ShaderPreloadEntry )


code: FShaderCodeArchive ( EShaderPlatform InPlatform, const [FString](API\Runtime\Core\Containers\FString) & InLibraryDir, const [FString](API\Runtime\Core\Containers\FString) & InLibraryName )


className: FShaderCodeArchive

code: class FShaderCodeArchive : public [FRHIShaderLibrary](API\Runtime\RHI\FRHIShaderLibrary)

DebugVisualizer

type: FShaderUsageVis...

description: Debug visualizer - in Shipping compiles out to an empty struct with no-op functions

FileCacheHandle

type: IFileCacheHandl...

description: Library file handle for async reads.

LibraryCodeOffset

description: Offset at where shader code starts in a code library.

LibraryDir

type: FString

description: Library directory.

SerializedShaders

type: FSerializedShad...

description: The shader code present in the library.

ShaderPreloadLock

type: FRWLock


code: EShaderFrequency GetFrequency() const


className: FShaderCodeEntry

code: struct FShaderCodeEntry


className: Key

description: For FindOptionalData() and AddOptionalData()

code: static const uint8 Key = 'x';


className: FShaderCodeFeatures

code: struct FShaderCodeFeatures

CodeFeatures

type: EShaderCodeFeat...


description: Normally the library is tracking chunk IDs runtime itself by listening to the pak mounted notifications. However, sometimes shaderbytecode files are moved between the chunks by the packaging code can can end up being preloaded. Takes C array and notTArraybecause that makes easier to hardcode the chunk IDs (which is the intended use case for this function).

code: static void AddKnownChunkIDs ( const int32 * IDs, const int32 NumChunkIDs )


description: At runtime this will release the library data and further requests for shaders from this library will fail.

code: static void CloseLibrary ( [FString](API\Runtime\Core\Containers\FString) const & Name )


code: static bool ContainsShaderCode ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, const [FString](API\Runtime\Core\Containers\FString) & LogicalLibraryName )


code: static FAmplificationShaderRHIRef CreateAmplificationShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static FComputeShaderRHIRef CreateComputeShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static FGeometryShaderRHIRef CreateGeometryShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static FMeshShaderRHIRef CreateMeshShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static FPixelShaderRHIRef CreatePixelShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static FRayTracingShaderRHIRef CreateRayTracingShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, EShaderFrequency Frequency )


description: Disables opening the specified plugin's shader library on mount.

code: static void DontOpenPluginShaderLibraryOnMount ( const [FString](API\Runtime\Core\Containers\FString) & PluginName )


code: static FVertexShaderRHIRef CreateVertexShader ( EShaderPlatform Platform, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


description: The shader platform that the library manages - at runtime this will only be one.


description: Total number of shader entries in the library.

code: static uint32 GetShaderCount()


code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderMapResource](API\Runtime\RenderCore\FShaderMapResource) > LoadResource ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, [FArchive](API\Runtime\Core\Serialization\FArchive) * Ar )


description: This is the real initialization function.

code: static void InitForRuntime ( EShaderPlatform ShaderPlatform )


description:
At runtime this will open the shader library with this name.
true if successful

code: static bool OpenLibrary ( [FString](API\Runtime\Core\Containers\FString) const & Name, [FString](API\Runtime\Core\Containers\FString) const & Directory, bool bMonolithicOnly )


description: Open the plugin's shader library

code: static void OpenPluginShaderLibrary ( [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) & Plugin, bool bMonolithicOnly )


description: Adds the hooks for OnPakFileMounted, since pak opening normally happens earlier.

code: static void PreInit()


code: static bool PreloadShader ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash, [FArchive](API\Runtime\Core\Serialization\FArchive) * Ar )


description: Delegate called whenever shader code is requested.

code: static [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterSharedShaderCodeRequestDelegate_Handle ( const FSharedShaderCodeRequest::FDelegate & Delegate )


code: static bool ReleasePreloadedShader ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


description: Safely assign the hash to a shader object.

code: static void SafeAssignHash ( [FRHIShader](API\Runtime\RHI\FRHIShader) * InShader, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Hash )


code: static void UnregisterSharedShaderCodeRequestDelegate_Handle ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


className: FShaderCodeLibrary

description: Collection of unique shader code Populated at cook time

code: struct FShaderCodeLibrary


description: Computes a longer hash that uniquely identifies the whole pipeline, used inFStableShaderKeyAndValue

code: void GetPipelineHash ( [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & Output )


description: Fills the hashes from the pipeline stage shaders

code: void Initialize ( const [FShaderPipeline](API\Runtime\RenderCore\FShaderPipeline) * Pipeline )


code: static const uint8 Key = 'n';


className: FShaderCodeLibraryPipeline

code: struct FShaderCodeLibraryPipeline


className: FShaderCodeName

description: If this changes you need to make sure all shaders get invalidated

code: struct FShaderCodeName


code: static const uint8 Key = 'p';


className: FShaderCodePackedResourceCounts

code: struct FShaderCodePackedResourceCounts

UsageFlags

type: EShaderResource...


description: For convenience

code: template<class T> const T * FindOptionalData() const


code: const ANSICHAR * FindOptionalData ( uint8 InKey ) const


description: 0 if not found

code: const uint8 * FindOptionalData ( uint8 InKey, uint8 ValueSize ) const


description: Returns nullptr and Size -1 if key was not found.

code: const uint8 * FindOptionalDataAndSize ( uint8 InKey, int32 & OutSize ) const


code: uint32 GetActualShaderCodeSize() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetOffsetShaderCode ( int32 Offset )


code: int32 GetOptionalDataSize() const


code: int32 GetShaderCodeSize() const


code: FShaderCodeReader ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > InShaderCode )


className: FShaderCodeReader

description: Later we can transform that to the actual class passed around at the RHI level

code: class FShaderCodeReader


description: For FindOptionalData() and AddOptionalData()

code: static const uint8 Key = 'm';


className: FShaderCodeResourceMasks

code: struct FShaderCodeResourceMasks


code: static const uint8 Key = 'u';


className: FShaderCodeUniformBuffers

code: struct FShaderCodeUniformBuffers


code: static constexpr uint8 Key = 'V';


className: StaticVersion

code: static constexpr uint16 StaticVersion = 0;


className: FShaderCodeValidationExtension

code: struct FShaderCodeValidationExtension

ShaderCodeValidationStride

type: TArray<FShader...


code: static const uint8 Key = 'v';


code: FShaderCodeVendorExtension ( EGpuVendorId InVendorId, uint16 InBufferIndex, uint16 InBaseIndex, uint16 InSize, EShaderParameterType InType )


className: FShaderCodeVendorExtension

code: struct FShaderCodeVendorExtension

Parameter

type: FParameterAlloc...

VendorId

type: EGpuVendorId


code: bool Equals ( const [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) & Rhs ) const


description: Calls the specified predicate for each single compile job, i.e.FShaderCompileJoband each stage ofFShaderPipelineCompileJob.

code: void ForEachSingleShaderJob ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) &SingleJob)> & Predicate ) const


description: Returns hash of all inputs for this job (needed for caching).


description: This returns a unique id for a shader compiler job

code: static uint32 GetNextJobId()


code: const [FShaderPipelineCompileJob](API\Runtime\RenderCore\FShaderPipelineCompileJob) * GetShaderPipelineJob() const


code: const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) * GetSingleShaderJob() const


className: JobIdCounter

description: Value counter for job ids.


description: Executed for all jobs (including those read from cache) on completion.

code: void OnComplete()


description: Serializes (and deserializes) the output for caching purposes.

code: virtual void SerializeOutput ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FShaderCommonCompileJob ( EShaderCompileJobType InType, uint32 InHash, uint32 InId, EShaderCompileJobPriority InPriority )


className: FShaderCommonCompileJob

description: Stores all of the common information used to compile a shader or pipeline.

code: class FShaderCommonCompileJob : public [TIntrusiveLinkedList< FShaderCommonCompileJob >](API\Runtime\Core\Containers\TIntrusiveLinkedList)

bErrorsAreLikelyToBeCode

type: uint8:  1

bFinalized

description: True if the results of the shader compile have been processed.

bInputHashSet

description: Whether we hashed the inputs

bIsDefaultMaterial

description: Whether or not we are a default material.

bIsGlobalShader

description: Whether or not we are a global shader.

bReleased

description: True if the results of the shader compile have been released from the FShaderCompilerManager.

bSucceeded

description: Output of the shader compile

CurrentWorker

type: EShaderCompiler...

Id

description: Id of the shader map this shader belongs to.

InputHash

type: FInputHash

description: Hash of all the job inputs

NumRefs

type: FThreadSafeCoun...

PendingPriority

type: EShaderCompileJ...

PendingShaderMap

type: FPendingShaderM...

TimeAddedToPendingQueue

type: double

description: In-engine timestamp of being added to a pending queue.

TimeAssignedToExecution

description: In-engine timestamp of being assigned to a worker.

TimeExecutionCompleted

description: In-engine timestamp of job being completed.


code: virtual ~FShaderCommonCompileJob()


code: FShaderCompiledShaderInitializerType ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * InType, const [FShaderType::FParameters](API\Runtime\RenderCore\FShaderType\FParameters) * InParameters, int32 InPermutationId, const [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & CompilerOutput, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & InMaterialShaderMapHash, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * InShaderPipeline, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType )


className: FShaderCompiledShaderInitializerType

Code

type: constTArray< u...

MaterialShaderMapHash

type: FSHAHash

OutputHash

type: constFSHAHash...

ParameterMap

type: constFShaderPa...

Parameters

type: constFShaderTy...

ShaderPipeline

type: constFShaderPi...

Target

type: FShaderTarget

VertexFactoryType

type: constFVertexFa...


code: const [FString](API\Runtime\Core\Containers\FString) & GetFinalSource() const


code: virtual void OnComplete()


description: Serializes only the subset of data written by ShaderCompiler and read from SCW when using worker processes.

code: void SerializeWorkerInput ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Serializes only the subset of data written by SCW/read back from ShaderCompiler when using worker processes.

code: void SerializeWorkerOutput ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: Type

code: static const EShaderCompileJobType Type = EShaderCompileJobType::Single;


code: FShaderCompileJob ( uint32 InHash, uint32 InId, EShaderCompileJobPriority InPriroity, const [FShaderCompileJobKey](API\Runtime\RenderCore\FShaderCompileJobKey) & InKey )


className: FShaderCompileJob

description: Stores all of the input and output information used to compile a single shader.

code: class FShaderCompileJob : public [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob)

Input

type: FShaderCompiler...

description: Input for the shader compile

Key

type: FShaderCompileJ...

PreprocessOutput

type: FShaderPreproce...

SecondaryOutput

type: TUniquePtr<FSh...

ShaderParameters

type: TSharedPtr< con...

description: Additional parameters that can be supplied to the compile job such that it is available from the compilation begins to when theFShaderis created.

SharingPipelines

type: TMap< constFVe...

description: List of pipelines that are sharing this job.


code: uint32 MakeHash ( uint32 Id ) const


code: FShaderCompileJobKey ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * InType, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVFType, int32 InPermutationId )


className: FShaderCompileJobKey

code: struct FShaderCompileJobKey


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & GetDefinitionMap() const


code: void Merge ( const [FShaderCompilerDefinitions](API\Runtime\RenderCore\FShaderCompilerDefinitions) & Other )


description: Works for TCHAR e.g. SetDefine(TEXT("NUM_SAMPLES"), TEXT("1"));

code: void SetDefine ( const TCHAR * Name, const TCHAR * Value )


code: void SetDefine ( const TCHAR * Name, const [FString](API\Runtime\Core\Containers\FString) & Value )


code: void SetDefine ( const TCHAR * Name, bool Value )


code: void SetDefine ( const TCHAR * Name, uint32 Value )


code: void SetDefine ( const TCHAR * Name, int32 Value )


className: FShaderCompilerDefines

description: These are also the platform defines.

code: struct FShaderCompilerDefines

type: bool


description: Works for float

code: void SetFloatDefine ( const TCHAR * Name, float Value )


description: If a compile argument with the given name exists and is of the specified type, returns its value. Otherwise, either the named argument doesn't exist or the type does not match, and the default value will be returned.

code: template<typename ValueType> ValueType GetCompileArgument ( const TCHAR * Name, const ValueType & DefaultValue ) const


className: FShaderCompilerDefinitions

description: Container for shader compiler definitions.

code: class FShaderCompilerDefinitions


description: If a compile argument with the given name exists and is of the specified type, its value will be assigned to OutValue and the function will return true. Otherwise, either the named argument doesn't exist or the type does not match, the OutValue will be left unmodified and the function will return false.

code: template<typename ValueType> bool GetCompileArgument ( const TCHAR * Name, ValueType & OutValue ) const


description: Deprecated* GetDefinitions is deprecated; preprocessor defines must now only be accessed by core shader system code. Use Get/SetCompileArgument for generic params instead.

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & GetDefinitions() const


description: If a compile argument with the given name exists, returns true.

code: bool HasCompileArgument ( const TCHAR * Name ) const


code: void Merge ( const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Other )


code: [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & operator= ( const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & )


description: Serializes the portions of the environment that are used as input to the backend compilation process (i.e. after all preprocessing)

code: void SerializeCompilationDependencies ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: This "core" serialization is also used for the hashing the compiler job (where files are handled differently). Should stay in sync with the ShaderCompileWorker.

code: void SerializeEverythingButFiles ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets a generic parameter which can be read in the various shader format backends to modify compilation behaviour. Intended to replace any usage of definitions after shader preprocessing.

code: template<typename ValueType> void SetCompileArgument ( const TCHAR * Name, ValueType Value )


description: Works for TCHAR e.g. SetDefine(TEXT("NAME"), TEXT("Test")); e.g. SetDefine(TEXT("NUM_SAMPLES"), 1); e.g. SetDefine(TEXT("DOIT"), true);

code: void SetDefine ( const TCHAR * Name, const TCHAR * Value )


code: void SetDefine ( const TCHAR * Name, const [FString](API\Runtime\Core\Containers\FString) & Value )


code: void SetDefine ( const TCHAR * Name, bool Value )


code: void SetDefine ( const TCHAR * Name, float Value )


description: Helper to set both a define and a compile argument to the same value. Useful for various parameters which need to be consumed both by preprocessing and in the shader format backends to modify compilation behaviour.

code: template<typename ValueType> void SetDefineAndCompileArgument ( const TCHAR * Name, ValueType Value )


code: template<typename ValueType> void SetDefineIfUnset ( const TCHAR * Name, ValueType Value )


code: void SetRenderTargetOutputFormat ( uint32 RenderTargetIndex, EPixelFormat PixelFormat )


description: Default constructor.

code: FShaderCompilerEnvironment()


description: Initialization constructor.

code: FShaderCompilerEnvironment ( const [FShaderCompilerDefinitions](API\Runtime\RenderCore\FShaderCompilerDefinitions) & InDefinitions )