PSO and Noise map generator plugin commit
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// Copyright (c) 2025 Danielel. All rights reserved.
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#include "PSOFunctions.h"
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#define LOCTEXT_NAMESPACE "FPSOFunctionsModule"
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void FPSOFunctionsModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FPSOFunctionsModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FPSOFunctionsModule, PSOFunctions)
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// Copyright (c) 2025 Danielel. All rights reserved.
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#include "ShaderPipeline.h"
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#include "ShaderPipelineCache.h"
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#include "RenderResource.h"
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void UShaderPipeline::SetBatchModeFast()
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{
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FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Fast);
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}
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void UShaderPipeline::SetBatchModeBackground()
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{
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FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Background);
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}
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void UShaderPipeline::SetBatchModePrecompile()
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{
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FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Precompile);
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}
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void UShaderPipeline::PauseBatching()
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{
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FShaderPipelineCache::PauseBatching();
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}
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void UShaderPipeline::ResumeBatching()
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{
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FShaderPipelineCache::ResumeBatching();
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}
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bool UShaderPipeline::IsPrecompiling()
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{
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return FShaderPipelineCache::IsPrecompiling();
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}
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int UShaderPipeline::NumPrecompilesRemaining()
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{
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return FShaderPipelineCache::NumPrecompilesRemaining();
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}
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bool UShaderPipeline::IsBatchingPaused()
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{
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return FShaderPipelineCache::IsBatchingPaused();
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}
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