shader

package
v0.0.0-...-6ac6f58 Latest Latest
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Published: Apr 11, 2024 License: Apache-2.0, BSD-3-Clause, MIT Imports: 17 Imported by: 0

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Variables

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Functions

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Types

type UE4Shader

type UE4Shader struct {
	// contains filtered or unexported fields
}

UE4Shader 定义了shader编译的描述处理对象, 一般用来处理ue4下的shader编译

func NewUE4Shader

func NewUE4Shader() *UE4Shader

NewUE4Shader get a new shader handler

func (*UE4Shader) FinalExecute

func (u *UE4Shader) FinalExecute([]string)

FinalExecute no need

func (*UE4Shader) GetFilterRules

func (u *UE4Shader) GetFilterRules() ([]dcSDK.FilterRuleItem, error)

GetFilterRules no filter rules need

func (*UE4Shader) GetPreloadConfig

func (u *UE4Shader) GetPreloadConfig(config dcType.BoosterConfig) (*dcSDK.PreloadConfig, error)

GetPreloadConfig no preload config need

func (*UE4Shader) InitExtra

func (u *UE4Shader) InitExtra(extra []byte)

InitExtra no need

func (*UE4Shader) InitSandbox

func (u *UE4Shader) InitSandbox(sandbox *dcSyscall.Sandbox)

InitSandbox set sandbox to ue4-shader

func (*UE4Shader) LocalExecute

func (u *UE4Shader) LocalExecute(command []string) (int, error)

LocalExecute no need

func (*UE4Shader) LocalExecuteNeed

func (u *UE4Shader) LocalExecuteNeed(command []string) bool

LocalExecuteNeed no need

func (*UE4Shader) LocalLockWeight

func (u *UE4Shader) LocalLockWeight(command []string) int32

LocalLockWeight decide local-execute lock weight, default 1

func (*UE4Shader) NeedRemoteResource

func (u *UE4Shader) NeedRemoteResource(command []string) bool

NeedRemoteResource check whether this command need remote resource

func (*UE4Shader) OnRemoteFail

func (u *UE4Shader) OnRemoteFail(command []string) (*dcSDK.BKDistCommand, error)

OnRemoteFail give chance to try other way if failed to remote execute

func (*UE4Shader) PostExecute

func (u *UE4Shader) PostExecute(r *dcSDK.BKDistResult) error

PostExecute 后置处理

func (*UE4Shader) PostExecuteNeedLock

func (u *UE4Shader) PostExecuteNeedLock(result *dcSDK.BKDistResult) bool

PostExecuteNeedLock 无需post-lock

func (*UE4Shader) PostLockWeight

func (u *UE4Shader) PostLockWeight(result *dcSDK.BKDistResult) int32

PostLockWeight decide post-execute lock weight, default 1

func (*UE4Shader) PostWork

func (u *UE4Shader) PostWork(config *dcType.BoosterConfig) error

PostWork no need

func (*UE4Shader) PreExecute

func (u *UE4Shader) PreExecute(command []string) (*dcSDK.BKDistCommand, error)

PreExecute 预处理

func (*UE4Shader) PreExecuteNeedLock

func (u *UE4Shader) PreExecuteNeedLock(command []string) bool

PreExecuteNeedLock 没有在本地执行的预处理步骤, 无需pre-lock

func (*UE4Shader) PreExecuteNew

func (u *UE4Shader) PreExecuteNew(command []string) (*dcSDK.BKDistCommand, error)

func (*UE4Shader) PreLockWeight

func (u *UE4Shader) PreLockWeight(command []string) int32

PreLockWeight decide pre-execute lock weight, default 1

func (*UE4Shader) PreWork

func (u *UE4Shader) PreWork(config *dcType.BoosterConfig) error

PreWork no need

func (*UE4Shader) RemoteRetryTimes

func (u *UE4Shader) RemoteRetryTimes() int

RemoteRetryTimes will return the remote retry times

func (*UE4Shader) RenderArgs

func (u *UE4Shader) RenderArgs(config dcType.BoosterConfig, originArgs string) string

RenderArgs no need change

func (*UE4Shader) ResultExtra

func (u *UE4Shader) ResultExtra() []byte

ResultExtra no need

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