FShaderType* FShaderType::GetShaderTypeByName(const TCHAR* Name) { for(TLinkedList<FShaderType*>::TIterator It(GetTypeList()); It; It.Next()) { FShaderType* Type = *It; if (FPlatformString::Strcmp(Name, Type->GetName()) == 0) { return Type; } } return NULL; }
/** Clears and optionally backs up all references to renderer module classes in other modules, particularly engine. */ void ClearReferencesToRendererModuleClasses( TMap<UWorld*, bool>& WorldsToUpdate, TMap<FMaterialShaderMap*, TScopedPointer<TArray<uint8> > >& ShaderMapToSerializedShaderData, TScopedPointer<TArray<uint8> >& GlobalShaderData, TMap<FShaderType*, FString>& ShaderTypeNames, TMap<FVertexFactoryType*, FString>& VertexFactoryTypeNames) { // Destroy all renderer scenes for (TObjectIterator<UWorld> WorldIt; WorldIt; ++WorldIt) { UWorld* World = *WorldIt; if (World->Scene) { WorldsToUpdate.Add(World, World->FXSystem != NULL); for (int32 LevelIndex = 0; LevelIndex < World->GetNumLevels(); LevelIndex++) { ULevel* Level = World->GetLevel(LevelIndex); Level->ReleaseRenderingResources(); } if (World->FXSystem != NULL) { FFXSystemInterface::Destroy(World->FXSystem); World->FXSystem = NULL; } World->Scene->Release(); World->Scene = NULL; } } // Save off shaders by serializing them into memory, and remove all shader map references to FShaders GlobalShaderData = TScopedPointer<TArray<uint8> >(BackupGlobalShaderMap(GRHIShaderPlatform_DEPRECATED)); UMaterial::BackupMaterialShadersToMemory(ShaderMapToSerializedShaderData); // Verify no FShaders still in memory for(TLinkedList<FShaderType*>::TIterator It(FShaderType::GetTypeList()); It; It.Next()) { FShaderType* ShaderType = *It; check(ShaderType->GetNumShaders() == 0); ShaderTypeNames.Add(ShaderType, ShaderType->GetName()); } for(TLinkedList<FVertexFactoryType*>::TIterator It(FVertexFactoryType::GetTypeList()); It; It.Next()) { FVertexFactoryType* VertexFactoryType = *It; VertexFactoryTypeNames.Add(VertexFactoryType, VertexFactoryType->GetName()); } // Destroy misc renderer module classes and remove references FSceneViewStateReference::DestroyAll(); FSlateApplication::Get().InvalidateAllViewports(); // Invalidate cached shader type data UninitializeShaderTypes(); // Delete pending cleanup objects to remove those references, which are potentially renderer module classes FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects(); delete PendingCleanupObjects; GEngine->EngineLoop->ClearPendingCleanupObjects(); ResetCachedRendererModule(); }