Documentation ¶
Index ¶
- type UE4Shader
- func (u *UE4Shader) FinalExecute([]string)
- func (u *UE4Shader) GetFilterRules() ([]dcSDK.FilterRuleItem, error)
- func (u *UE4Shader) GetPreloadConfig(config dcType.BoosterConfig) (*dcSDK.PreloadConfig, error)
- func (u *UE4Shader) InitExtra(extra []byte)
- func (u *UE4Shader) InitSandbox(sandbox *dcSyscall.Sandbox)
- func (u *UE4Shader) LocalExecute(command []string) (int, error)
- func (u *UE4Shader) LocalExecuteNeed(command []string) bool
- func (u *UE4Shader) LocalLockWeight(command []string) int32
- func (u *UE4Shader) NeedRemoteResource(command []string) bool
- func (u *UE4Shader) OnRemoteFail(command []string) (*dcSDK.BKDistCommand, error)
- func (u *UE4Shader) PostExecute(r *dcSDK.BKDistResult) error
- func (u *UE4Shader) PostExecuteNeedLock(result *dcSDK.BKDistResult) bool
- func (u *UE4Shader) PostLockWeight(result *dcSDK.BKDistResult) int32
- func (u *UE4Shader) PostWork(config *dcType.BoosterConfig) error
- func (u *UE4Shader) PreExecute(command []string) (*dcSDK.BKDistCommand, error)
- func (u *UE4Shader) PreExecuteNeedLock(command []string) bool
- func (u *UE4Shader) PreExecuteNew(command []string) (*dcSDK.BKDistCommand, error)
- func (u *UE4Shader) PreLockWeight(command []string) int32
- func (u *UE4Shader) PreWork(config *dcType.BoosterConfig) error
- func (u *UE4Shader) RemoteRetryTimes() int
- func (u *UE4Shader) RenderArgs(config dcType.BoosterConfig, originArgs string) string
- func (u *UE4Shader) ResultExtra() []byte
Constants ¶
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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 (*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) InitSandbox ¶
InitSandbox set sandbox to ue4-shader
func (*UE4Shader) LocalExecute ¶
LocalExecute no need
func (*UE4Shader) LocalExecuteNeed ¶
LocalExecuteNeed no need
func (*UE4Shader) LocalLockWeight ¶
LocalLockWeight decide local-execute lock weight, default 1
func (*UE4Shader) NeedRemoteResource ¶
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 ¶
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 ¶
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 ¶
RemoteRetryTimes will return the remote retry times
func (*UE4Shader) RenderArgs ¶
func (u *UE4Shader) RenderArgs(config dcType.BoosterConfig, originArgs string) string
RenderArgs no need change