Files
UnrealEngineUWP/Engine/Source/Editor/StatsViewer/Classes/ShaderCookerStats.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

59 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/WeakObjectPtr.h"
#include "ShaderCookerStats.generated.h"
UENUM()
enum EShaderCookerStatsSets
{
EShaderCookerStatsSets_Default UMETA(DisplayName = "Default", ToolTip = "Shader Cooker Sets"),
};
/** Statistics page for shader cooker stats. */
UCLASS(Transient, MinimalAPI, meta=( DisplayName = "Shader Cooker Stats", ObjectSetType = "EShaderCookerStatsSets" ) )
class UShaderCookerStats : public UObject
{
GENERATED_UCLASS_BODY()
/** Material name */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (ColumnWidth = "200"))
FString Name;
/** Material platform */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (ColumnWidth = "50"))
FString Platform;
/** Material Category*/
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (ColumnWidth = "50", ToolTip = "Material Category. Edit Engine/Config/ShaderConfiguration.csv & Engine/Config/ShaderConfiguration.csv to configure"))
FString Category;
/** Number of shaders compilations */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (DisplayName = "Compiled", ToolTip = "Number of shaders that was actually compiled and not present in the DDC", ColumnWidth = "74", ShowTotal = "true"))
int32 Compiled;
/** Number of shaders cooked*/
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (DisplayName = "Cooked", ToolTip = "Total number of shaders cooked", ColumnWidth = "74", ShowTotal = "true"))
int32 Cooked;
/** Number of permutations */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (DisplayName = "Permutations", ToolTip = "Number of material permutations generated by switch etc.", ColumnWidth = "74", ShowTotal = "true"))
int32 Permutations;
/** Time spent compiling */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (DisplayName = "Compile Time", ToolTip = "Cpu time spent compiling shaders not in DDC", ColumnWidth = "74", ShowTotal = "true"))
float CompileTime ;
/** Material path */
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category = "Stats", meta = (ColumnWidth = "200"))
FString Path;
int32 CategoryIndex;
};