Files
UnrealEngineUWP/Engine/Source/Developer/ShaderPreprocessor/Public/ShaderPreprocessor.h
2023-07-22 06:35:10 -04:00

65 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "ShaderCore.h"
class FShaderCompilerDefinitions;
class FShaderPreprocessOutput;
class FString;
struct FShaderCompilerInput;
struct FShaderCompilerOutput;
/** Governs the behavior for adding shader defines to the preprocessed source. Can be helpful for the debugging, but makes the source unique
which can prevent efficient caching.
*/
enum class EDumpShaderDefines : uint8
{
/** Will not be dumped unless Input.DumpDebugInfoPath is set */
DontCare,
/** No defines */
DontIncludeDefines,
/** Defines will be added in the comments */
AlwaysIncludeDefines
};
/**
* Preprocess a shader.
* @param OutPreprocessedShader - Upon return contains the preprocessed source code.
* @param ShaderOutput - ShaderOutput to which errors can be added.
* @param ShaderInput - The shader compiler input.
* @param AdditionalDefines - Additional defines with which to preprocess the shader.
* @param bShaderDumpDefinesAsCommentedCode - Whether to add shader definitions as comments.
* @returns true if the shader is preprocessed without error.
*/
extern SHADERPREPROCESSOR_API bool PreprocessShader(
FString& OutPreprocessedShader,
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
const FShaderCompilerDefinitions& AdditionalDefines,
PRAGMA_ENABLE_DEPRECATION_WARNINGS
EDumpShaderDefines DefinesPolicy = EDumpShaderDefines::DontCare);
/**
* Preprocess a shader.
* @param Output - Preprocess output struct. Source, directives and possibly errors will be populated.
* @param Input - The shader compiler input.
* @param MergedEnvironment - The result of merging the Environment and SharedEnvironment from the FShaderCompilerInput
* (it is assumed this overload is called outside of the worker process which merges this in-place, so this merge step must be
* performed by the caller)
* @param AdditionalDefines - Additional defines with which to preprocess the shader.
* @param bShaderDumpDefinesAsCommentedCode - Whether to add shader definitions as comments.
* @returns true if the shader is preprocessed without error.
*/
extern SHADERPREPROCESSOR_API bool PreprocessShader(
FShaderPreprocessOutput& Output,
const FShaderCompilerInput& Input,
const FShaderCompilerEnvironment& MergedEnvironment,
PRAGMA_DISABLE_DEPRECATION_WARNINGS // FShaderCompilerDefinitions will be made internal in the future, marked deprecated until then
const FShaderCompilerDefinitions& AdditionalDefines,
PRAGMA_ENABLE_DEPRECATION_WARNINGS
EDumpShaderDefines DefinesPolicy = EDumpShaderDefines::DontCare);