bSupportsMeshShadersWithClipDistance
bSupportsMeshShadersWithClipDistance
#Overview
name: bSupportsMeshShadersWithClipDistance
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bSupportsMeshShadersWithClipDistance is to indicate whether the current shader platform supports mesh shaders with clip distance functionality. This setting is related to the rendering system, specifically the mesh shader pipeline.
This setting variable is primarily used in the RHI (Rendering Hardware Interface) module of Unreal Engine. It is part of the data-driven shader platform information system, which allows for flexible configuration of shader platform capabilities.
The value of this variable is set in the FGenericDataDrivenShaderPlatformInfo class, which is populated by parsing a configuration section. This parsing occurs in the ParseDataDrivenShaderInfo function.
bSupportsMeshShadersWithClipDistance interacts with other mesh shader-related variables such as bSupportsMeshShadersTier0, bSupportsMeshShadersTier1, and MaxMeshShaderThreadGroupSize. These variables collectively define the mesh shader capabilities of a given platform.
Developers must be aware that this variable is platform-specific. Its value may differ depending on the target hardware and graphics API. It’s crucial to check this value before attempting to use mesh shaders with clip distance functionality in your rendering code.
Best practices when using this variable include:
- Always check its value using the GetSupportsMeshShadersWithClipDistance function before implementing mesh shaders with clip distance.
- Consider providing fallback rendering paths for platforms that don’t support this feature.
- Use this variable in conjunction with other mesh shader-related settings to ensure full compatibility and optimal performance.
- Keep in mind that this is part of a data-driven system, so its value can potentially be configured externally, allowing for easier updates and platform-specific optimizations without code changes.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:121, section: [ShaderPlatform PCD3D_SM6]
- INI Section:
ShaderPlatform PCD3D_SM6
- Raw value:
true
- 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:257
Scope (from outer to inner):
file
function void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo
Source code excerpt:
GET_SECTION_BOOL_HELPER(bSupportsMeshShadersTier0);
GET_SECTION_BOOL_HELPER(bSupportsMeshShadersTier1);
GET_SECTION_BOOL_HELPER(bSupportsMeshShadersWithClipDistance);
GET_SECTION_INT_HELPER(MaxMeshShaderThreadGroupSize);
GET_SECTION_BOOL_HELPER(bRequiresUnwrappedMeshShaderArgs);
GET_SECTION_BOOL_HELPER(bSupportsPerPixelDBufferMask);
GET_SECTION_BOOL_HELPER(bIsHlslcc);
GET_SECTION_BOOL_HELPER(bSupportsDxc);
GET_SECTION_BOOL_HELPER(bSupportsVariableRateShading);
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:81
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
Source code excerpt:
uint32 bSupportsMeshShadersTier0 : 1;
uint32 bSupportsMeshShadersTier1 : 1;
uint32 bSupportsMeshShadersWithClipDistance : 1;
uint32 MaxMeshShaderThreadGroupSize : 10;
uint32 bRequiresUnwrappedMeshShaderArgs : 1;
uint32 bSupportsPerPixelDBufferMask : 1;
uint32 bIsHlslcc : 1;
uint32 bSupportsDxc : 1; // Whether DirectXShaderCompiler (DXC) is supported
uint32 bIsSPIRV : 1;
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:569
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
function static const bool GetSupportsMeshShadersWithClipDistance
Source code excerpt:
{
check(IsValid(Platform));
return Infos[Platform].bSupportsMeshShadersWithClipDistance;
}
static FORCEINLINE_DEBUGGABLE const uint32 GetMaxMeshShaderThreadGroupSize(const FStaticShaderPlatform Platform)
{
check(IsValid(Platform));
return Infos[Platform].MaxMeshShaderThreadGroupSize;