bSupports4ComponentUAVReadWrite
bSupports4ComponentUAVReadWrite
#Overview
name: bSupports4ComponentUAVReadWrite
The value of this variable can be defined or overridden in .ini config files. 11
.ini config files referencing this setting variable.
It is referenced in 4
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bSupports4ComponentUAVReadWrite is to indicate whether a specific shader platform supports reading and writing to 4-component Unordered Access Views (UAVs) in shaders. This is a capability related to the rendering system, specifically for advanced GPU compute operations.
This setting variable is primarily used within the RHI (Rendering Hardware Interface) module of Unreal Engine. It’s part of the data-driven shader platform information system, which allows for flexible configuration of shader capabilities across different hardware platforms.
The value of this variable is set through the data-driven shader platform info parsing system. It’s read from a configuration section, likely defined in an INI file, using the GET_SECTION_BOOL_HELPER macro.
This variable interacts with other shader platform capability flags, such as bSupportsMSAA, bSupportsShaderRootConstants, and bSupportsRayTracing. It’s part of a larger set of flags that define the capabilities of a given shader platform.
Developers must be aware that this capability may not be available on all hardware platforms. When writing shaders or implementing rendering features that rely on 4-component UAV read/write operations, they should check this flag to ensure compatibility.
Best practices when using this variable include:
- Always check this flag before attempting to use 4-component UAV read/write operations in shaders.
- Provide fallback implementations for platforms that don’t support this feature.
- Use the GetSupports4ComponentUAVReadWrite() function to query this capability, rather than accessing the flag directly.
- Be aware that this capability might be forcibly disabled in preview platforms, as seen in the UpdatePreviewPlatforms() function.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:55, section: [ShaderPlatform METAL]
- INI Section:
ShaderPlatform METAL
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:68, section: [ShaderPlatform METAL_MRT]
- INI Section:
ShaderPlatform METAL_MRT
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:80, section: [ShaderPlatform METAL_SIM]
- INI Section:
ShaderPlatform METAL_SIM
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:51, section: [ShaderPlatform METAL_SM5]
- INI Section:
ShaderPlatform METAL_SM5
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:91, section: [ShaderPlatform METAL_SM6]
- INI Section:
ShaderPlatform METAL_SM6
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:119, section: [ShaderPlatform METAL_MRT_MAC]
- INI Section:
ShaderPlatform METAL_MRT_MAC
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:131, section: [ShaderPlatform METAL_MACES3_1]
- INI Section:
ShaderPlatform METAL_MACES3_1
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/TVOS/DataDrivenPlatformInfo.ini:26, section: [ShaderPlatform METAL_MRT_TVOS]
- INI Section:
ShaderPlatform METAL_MRT_TVOS
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/TVOS/DataDrivenPlatformInfo.ini:37, section: [ShaderPlatform METAL_TVOS]
- INI Section:
ShaderPlatform METAL_TVOS
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:45, section: [ShaderPlatform VULKAN_SM5]
- INI Section:
ShaderPlatform VULKAN_SM5
- Raw value:
false
- Is Array:
False
Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:171, section: [ShaderPlatform VULKAN_SM6]
- INI Section:
ShaderPlatform VULKAN_SM6
- Raw value:
false
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Private/DataDrivenShaderPlatformInfo.cpp:215
Scope (from outer to inner):
file
function void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo
Source code excerpt:
GET_SECTION_SUPPORT_HELPER(SupportsMultiViewport);
GET_SECTION_BOOL_HELPER(bSupportsMSAA);
GET_SECTION_BOOL_HELPER(bSupports4ComponentUAVReadWrite);
GET_SECTION_BOOL_HELPER(bSupportsShaderRootConstants);
GET_SECTION_BOOL_HELPER(bSupportsShaderBundleDispatch);
GET_SECTION_BOOL_HELPER(bSupportsRenderTargetWriteMask);
GET_SECTION_BOOL_HELPER(bSupportsRayTracing);
GET_SECTION_BOOL_HELPER(bSupportsRayTracingShaders);
GET_SECTION_BOOL_HELPER(bSupportsInlineRayTracing);
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Private/DataDrivenShaderPlatformInfo.cpp:483
Scope (from outer to inner):
file
function void FGenericDataDrivenShaderPlatformInfo::UpdatePreviewPlatforms
Source code excerpt:
PREVIEW_FORCE_DISABLE(bSupportsIntrinsicWaveOnce);
PREVIEW_FORCE_DISABLE(bSupportsDOFHybridScattering);
PREVIEW_FORCE_DISABLE(bSupports4ComponentUAVReadWrite);
// Make sure we're marked valid
PreviewInfo.bContainsValidPlatformInfo = true;
// Seeing as we are merging the two shader platforms merge the hash key as well, this way
// any changes in the editor feature level shader platform will dirty the preview key.
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:41
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
Source code excerpt:
uint32 SupportsMultiViewport : int32(ERHIFeatureSupport::NumBits);
uint32 bSupportsMSAA : 1;
uint32 bSupports4ComponentUAVReadWrite : 1;
uint32 bSupportsShaderRootConstants : 1;
uint32 bSupportsShaderBundleDispatch : 1;
uint32 bSupportsRenderTargetWriteMask : 1;
uint32 bSupportsRayTracing : 1;
uint32 bSupportsRayTracingCallableShaders : 1;
uint32 bSupportsRayTracingProceduralPrimitive : 1;
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:305
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
function static const bool GetSupports4ComponentUAVReadWrite
Source code excerpt:
{
check(IsValid(Platform));
return Infos[Platform].bSupports4ComponentUAVReadWrite;
}
static FORCEINLINE_DEBUGGABLE const bool GetSupportsSwapchainUAVs(const FStaticShaderPlatform Platform)
{
check(IsValid(Platform));
return Infos[Platform].bSupportsSwapchainUAVs;