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[shaders] deprecating old PreprocessShader and IShaderFormat::CompileShader APIs now that all shader formats have been migrated
#rb Jason.Nadro [CL 28452658 by dan elksnitis in ue5-main branch]
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@@ -34,6 +34,7 @@ enum class EDumpShaderDefines : uint8
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* @param bShaderDumpDefinesAsCommentedCode - Whether to add shader definitions as comments.
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* @returns true if the shader is preprocessed without error.
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*/
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UE_DEPRECATED(5.4, "Please use overload of PreprocessShader accepting a FShaderPreprocessOutput struct.")
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extern SHADERPREPROCESSOR_API bool PreprocessShader(
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FString& OutPreprocessedShader,
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FShaderCompilerOutput& ShaderOutput,
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@@ -28,6 +28,7 @@ public:
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* @param Output The output from shader compiler.
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* @param WorkingDirectory The working directory.
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*/
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UE_DEPRECATED(5.4, "Monolithic CompileShader is deprecated. Please implement separate compilation and preprocess via PreprocessShader/CompilePreprocessedShader")
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virtual void CompileShader(FName Format, const FShaderCompilerInput& Input, FShaderCompilerOutput& Output, const FString& WorkingDirectory) const {};
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/**
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@@ -1305,14 +1305,7 @@ public:
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check(Job.SecondaryPreprocessOutput.IsValid());
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Compiler->CompilePreprocessedShader(Job.Input, Job.PreprocessOutput, *Job.SecondaryPreprocessOutput, Job.Output, *Job.SecondaryOutput, WorkingDirectory);
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}
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else if (Compiler->SupportsIndependentPreprocessing())
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{
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Compiler->CompilePreprocessedShader(Job.Input, Job.PreprocessOutput, Job.Output, WorkingDirectory);
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}
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else
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{
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Compiler->CompileShader(Job.Input.ShaderFormat, Job.Input, Job.Output, WorkingDirectory);
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}
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Compiler->CompilePreprocessedShader(Job.Input, Job.PreprocessOutput, Job.Output, WorkingDirectory);
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}
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#if PLATFORM_WINDOWS
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__except(HandleShaderCompileException(GetExceptionInformation(), OutExceptionMsg, OutExceptionCallstack))
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