/**
 * Enqueues a compilation for a new shader of this type.
 * @param Platform - The platform to compile for.
 * @param Material - The material to link the shader with.
 * @param VertexFactoryType - The vertex factory to compile with.
 */
FShaderCompileJob* FMeshMaterialShaderType::BeginCompileShader(
	uint32 ShaderMapId,
	EShaderPlatform Platform,
	const FMaterial* Material,
	FShaderCompilerEnvironment* MaterialEnvironment,
	FVertexFactoryType* VertexFactoryType,
	const FShaderPipelineType* ShaderPipeline,
	TArray<FShaderCommonCompileJob*>& NewJobs
	)
{
	FShaderCompileJob* NewJob = new FShaderCompileJob(ShaderMapId, VertexFactoryType, this);

	NewJob->Input.SharedEnvironment = MaterialEnvironment;
	FShaderCompilerEnvironment& ShaderEnvironment = NewJob->Input.Environment;

	// apply the vertex factory changes to the compile environment
	check(VertexFactoryType);
	VertexFactoryType->ModifyCompilationEnvironment(Platform, Material, ShaderEnvironment);

	//update material shader stats
	UpdateMaterialShaderCompilingStats(Material);

	UE_LOG(LogShaders, Verbose, TEXT("			%s"), GetName());
	COOK_STAT(MaterialMeshCookStats::ShadersCompiled++);

	// Allow the shader type to modify the compile environment.
	SetupCompileEnvironment(Platform, Material, ShaderEnvironment);

	bool bAllowDevelopmentShaderCompile = Material->GetAllowDevelopmentShaderCompile();

	// Compile the shader environment passed in with the shader type's source code.
	::GlobalBeginCompileShader(
		Material->GetFriendlyName(),
		VertexFactoryType,
		this,
		ShaderPipeline,
		GetShaderFilename(),
		GetFunctionName(),
		FShaderTarget(GetFrequency(),Platform),
		NewJob,
		NewJobs,
		bAllowDevelopmentShaderCompile
		);
	return NewJob;
}
Пример #2
0
void FGlobalShaderType::BeginCompileShader(EShaderPlatform Platform, TArray<FShaderCompileJob*>& NewJobs)
{
	FShaderCompileJob* NewJob = new FShaderCompileJob(GlobalShaderMapId, NULL, this);
	FShaderCompilerEnvironment& ShaderEnvironment = NewJob->Input.Environment;

	UE_LOG(LogShaders, Verbose, TEXT("	%s"), GetName());

	// Allow the shader type to modify the compile environment.
	SetupCompileEnvironment(Platform, ShaderEnvironment);

	static FString GlobalName(TEXT("Global"));

	// Compile the shader environment passed in with the shader type's source code.
	::GlobalBeginCompileShader(
		GlobalName,
		NULL,
		this,
		GetShaderFilename(),
		GetFunctionName(),
		FShaderTarget(GetFrequency(),Platform),
		NewJob,
		NewJobs
		);
}
Пример #3
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const FSHAHash& FShaderType::GetSourceHash() const
{
	return GetShaderFileHash(GetShaderFilename());
}
/** Calculates a Hash based on this vertex factory type's source code and includes */
const FSHAHash& FVertexFactoryType::GetSourceHash() const
{
	return GetShaderFileHash(GetShaderFilename());
}