// Copyright Epic Games, Inc. All Rights Reserved. #include "RHIStaticShaderPlatformNames.h" #include "RHIStaticShaderPlatformNames.gen.h" FStaticShaderPlatformNames::FStaticShaderPlatformNames() { for (const FStaticNameMapEntry* Entry = GStaticShaderNames; Entry->Name; ++Entry) { check(IsStaticPlatform(EShaderPlatform(Entry->Enum))); uint32 PlatformIndex = Entry->Enum - SP_StaticPlatform_First; FPlatform& Platform = Platforms[PlatformIndex]; check(Platform.Name == NAME_None); // Check we've not already seen this platform Platform.Name = Entry->Platform; Platform.ShaderPlatform = FName(*FString::Printf(TEXT("SP_%s"), Entry->Name), FNAME_Add); Platform.ShaderFormat = FName(*FString::Printf(TEXT("SF_%s"), Entry->Name), FNAME_Add); } } const FStaticShaderPlatformNames& FStaticShaderPlatformNames::Get() { static FStaticShaderPlatformNames Names; return Names; }