Non-comprehensive pass on removing dllexport's from global shader types. Shader types only need exports on their boilerplate macro (DECLARE_GLOBAL_SHADER -> DECLARE_EXPORTED_GLOBAL_SHADER) and any "setter" methods not defined inline.

#rb jason.nadro
#preflight 63f932b9b879197e73746415

[CL 24414091 by christopher waters in ue5-main branch]
This commit is contained in:
christopher waters
2023-02-24 20:12:29 -05:00
parent 9f02be0b2f
commit e36f641e34
27 changed files with 247 additions and 303 deletions
@@ -2,16 +2,15 @@
#pragma once
#include "GlobalShader.h"
#include "ShaderParameterStruct.h"
/**
* Shader that applies a circle height patch to a landscape heightmap.
*/
class LANDSCAPEPATCH_API FLandscapeCircleHeightPatchPS : public FGlobalShader
class FLandscapeCircleHeightPatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLandscapeCircleHeightPatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FLandscapeCircleHeightPatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FLandscapeCircleHeightPatchPS, FGlobalShader);
public:
@@ -21,21 +20,20 @@ public:
SHADER_PARAMETER(float, InRadius)
SHADER_PARAMETER(float, InFalloff)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
};
/**
* Shader that applies a circle patch to a landscape visibility layer.
*/
class LANDSCAPEPATCH_API FLandscapeCircleVisibilityPatchPS : public FLandscapeCircleHeightPatchPS
class FLandscapeCircleVisibilityPatchPS : public FLandscapeCircleHeightPatchPS
{
DECLARE_GLOBAL_SHADER(FLandscapeCircleVisibilityPatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FLandscapeCircleVisibilityPatchPS, LANDSCAPEPATCH_API);
public:
FLandscapeCircleVisibilityPatchPS() = default;
@@ -44,7 +42,7 @@ public:
{}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
@@ -30,9 +30,9 @@ namespace UE::Landscape
/**
* Shader that applies a texture-based height patch to a landscape heightmap.
*/
class LANDSCAPEPATCH_API FApplyLandscapeTextureHeightPatchPS : public FGlobalShader
class FApplyLandscapeTextureHeightPatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FApplyLandscapeTextureHeightPatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FApplyLandscapeTextureHeightPatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FApplyLandscapeTextureHeightPatchPS, FGlobalShader);
public:
@@ -96,11 +96,12 @@ public:
SHADER_PARAMETER(uint32, InFlags)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters, const FIntRect& DestinationBounds);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters, const FIntRect& DestinationBounds);
};
ENUM_CLASS_FLAGS(FApplyLandscapeTextureHeightPatchPS::EFlags);
@@ -108,9 +109,9 @@ ENUM_CLASS_FLAGS(FApplyLandscapeTextureHeightPatchPS::EFlags);
/**
* Simple shader that just offsets each height value in a height patch by a constant.
*/
class LANDSCAPEPATCH_API FOffsetHeightmapPS : public FGlobalShader
class FOffsetHeightmapPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FOffsetHeightmapPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FOffsetHeightmapPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FOffsetHeightmapPS, FGlobalShader);
public:
@@ -119,11 +120,12 @@ public:
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D<float4>, InHeightmap)
SHADER_PARAMETER(float, InHeightOffset)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
};
/**
@@ -132,9 +134,9 @@ public:
* This is not perfectly reversible (in case of clamping and due to rounding), but it lets us store the
* texture in the way that it would be applied to the landscape (usually).
*/
class LANDSCAPEPATCH_API FConvertToNativeLandscapePatchPS : public FGlobalShader
class FConvertToNativeLandscapePatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FConvertToNativeLandscapePatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FConvertToNativeLandscapePatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FConvertToNativeLandscapePatchPS, FGlobalShader);
public:
@@ -145,11 +147,12 @@ public:
SHADER_PARAMETER(float, InHeightScale)
SHADER_PARAMETER(float, InHeightOffset)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture,
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture,
FRDGTextureRef DestinationTexture, const FLandscapeHeightPatchConvertToNativeParams& Params);
};
@@ -157,9 +160,9 @@ public:
* Shader that undoes the conversion done by FConvertToNativeLandscapePatchPS (to the extent possible, since
* rounding/clamping makes it not perfectly recoverable).
*/
class LANDSCAPEPATCH_API FConvertBackFromNativeLandscapePatchPS : public FGlobalShader
class FConvertBackFromNativeLandscapePatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FConvertBackFromNativeLandscapePatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FConvertBackFromNativeLandscapePatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FConvertBackFromNativeLandscapePatchPS, FGlobalShader);
public:
@@ -170,17 +173,18 @@ public:
SHADER_PARAMETER(float, InHeightScale)
SHADER_PARAMETER(float, InHeightOffset)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture,
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture,
FRDGTextureRef DestinationTexture, const FLandscapeHeightPatchConvertToNativeParams& Params);
};
class LANDSCAPEPATCH_API FApplyLandscapeTextureWeightPatchPS : public FGlobalShader
class FApplyLandscapeTextureWeightPatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FApplyLandscapeTextureWeightPatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FApplyLandscapeTextureWeightPatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FApplyLandscapeTextureWeightPatchPS, FGlobalShader);
public:
@@ -234,18 +238,19 @@ public:
SHADER_PARAMETER(uint32, InFlags)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters, const FIntRect& DestinationBounds);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters, const FIntRect& DestinationBounds);
};
ENUM_CLASS_FLAGS(FApplyLandscapeTextureWeightPatchPS::EFlags);
class LANDSCAPEPATCH_API FReinitializeLandscapePatchPS : public FGlobalShader
class FReinitializeLandscapePatchPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FReinitializeLandscapePatchPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FReinitializeLandscapePatchPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FReinitializeLandscapePatchPS, FGlobalShader);
public:
@@ -256,11 +261,12 @@ public:
SHADER_PARAMETER(FMatrix44f, InPatchToSource)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FParameters* InParameters);
};
/**
@@ -268,9 +274,9 @@ public:
*/
//~ Theoretically CopyToResolveTarget or AddCopyToResolveTargetPass should work, but I was unable to make them
//~ work without lots of complaints from the renderer.
class LANDSCAPEPATCH_API FSimpleTextureCopyPS : public FGlobalShader
class FSimpleTextureCopyPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FSimpleTextureCopyPS);
DECLARE_EXPORTED_GLOBAL_SHADER(FSimpleTextureCopyPS, LANDSCAPEPATCH_API);
SHADER_USE_PARAMETER_STRUCT(FSimpleTextureCopyPS, FGlobalShader);
public:
@@ -280,11 +286,12 @@ public:
SHADER_PARAMETER_SAMPLER(SamplerState, InSourceSampler)
SHADER_PARAMETER(FVector2f, InDestinationResolution)
RENDER_TARGET_BINDING_SLOTS() // Holds our output
END_SHADER_PARAMETER_STRUCT()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& InParameters, FShaderCompilerEnvironment& OutEnvironment);
static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture, FRDGTextureRef DestinationTexture);
LANDSCAPEPATCH_API static void AddToRenderGraph(FRDGBuilder& GraphBuilder, FRDGTextureRef SourceTexture, FRDGTextureRef DestinationTexture);
};
}//end UE::Landscape