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#test forced a shader compile error in both default and non-default materials and ensured output includes additional diagnostic information. #rb massimo.tristano [CL 33837329 by dan elksnitis in ue5-main branch]
30 lines
887 B
C++
30 lines
887 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "RHIShaderPlatform.h"
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#include "ShaderCompilerJobTypes.h"
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struct FShaderDiagnosticInfo
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{
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TArray<FShaderCommonCompileJob*> ErrorJobs;
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TArray<FString> UniqueErrors;
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TArray<FString> UniqueWarnings;
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TArray<EShaderPlatform> ErrorPlatforms;
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FString TargetShaderPlatformString;
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RENDERCORE_API FShaderDiagnosticInfo(const TArray<FShaderCommonCompileJobPtr>& Jobs);
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private:
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void AddAndProcessErrorsForJob(FShaderCommonCompileJob& Job);
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int32 AddAndProcessErrorsForFailedJobFiltered(FShaderCompileJob& Job, const TCHAR* FilterMessage);
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void AddWarningsForJob(const FShaderCommonCompileJob& Job);
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TArray<uint32> UniqueErrorHashes;
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};
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RENDERCORE_API FString GetSingleJobCompilationDump(const FShaderCompileJob* SingleJob);
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RENDERCORE_API bool IsShaderDevelopmentModeEnabled();
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