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- Remove shader platform specific info from uniform buffers, we can generate code with macros that translates to what each platform needs. - With the per-platform differences removed, uniform buffer declarations (read: generated text) can be created once per shader parameter type that needs them instead of once per shader type's shader parameter type usage. - FShaderType and FVertexFactoryType now hold a TSet of used uniform buffer names instead of a TMap that held potentially duplicated FStrings of uniform buffer defintions. - Lists of uniform buffers are *potentially* different per platform, so the annoying CachedUniformBufferPlatform variables need to stick around for now. - GenerateReferencedUniformBuffers renamed to GenerateReferencedUniformBufferNames and now populates a TSet instead of a TMap. - ShaderType::AddReferencedUniformBufferIncludes renamed to ShaderType::AddUniformBufferIncludesToEnvironment which calls the shared UE::ShaderParameters::AddUniformBufferIncludesToEnvironment. - CreateUniformBufferShaderDeclaration moved to UE::ShaderParameters::CreateUniformBufferShaderDeclaration and now returns its FString. - CacheUniformBufferIncludes was removed since it was only populated values from CreateUniformBufferShaderDeclaration. - Deprecated FShaderCompilerInput::SourceFilePrefix since nothing has populated it in 9 years. #jira none #rb dan.elksnitis, yuriy.odonnell #preflight 63643e5ff233f06a127c11c1 [CL 22988611 by christopher waters in ue5-main branch]