bSupportsSSDIndirect
bSupportsSSDIndirect
#Overview
name: bSupportsSSDIndirect
The value of this variable can be defined or overridden in .ini config files. 6
.ini config files referencing this setting variable.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bSupportsSSDIndirect is to indicate whether a specific shader platform supports Screen Space Denoiser (SSD) Indirect lighting. This is primarily related to the rendering system in Unreal Engine 5.
This setting variable is used within the RHI (Rendering Hardware Interface) module of Unreal Engine. It’s part of the DataDrivenShaderPlatformInfo system, which provides information about various shader platform capabilities.
The value of this variable is set during the parsing of shader platform information in the FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo function. It’s read from a configuration section using the GET_SECTION_BOOL_HELPER macro.
bSupportsSSDIndirect interacts with other shader platform capability flags such as bSupportsNanite, bSupportsLumenGI, and bSupportsTemporalHistoryUpscale. These flags collectively define the features supported by a particular shader platform.
Developers must be aware that this variable is platform-specific. Its value may differ across different rendering hardware or graphics APIs. It’s crucial to check this flag before attempting to use SSD Indirect lighting features to ensure compatibility with the current platform.
Best practices when using this variable include:
- Always check its value using the GetSupportsSSDIndirect function before enabling or using SSD Indirect lighting features.
- Consider providing fallback rendering paths for platforms that don’t support SSD Indirect lighting.
- Use this information to optimize rendering pipelines and shader complexity based on platform capabilities.
- Keep in mind that this is part of a data-driven system, so values might be updated in engine configurations without code changes.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:37, section: [ShaderPlatform METAL_SM5]
- INI Section:
ShaderPlatform METAL_SM5
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Mac/DataDrivenPlatformInfo.ini:77, section: [ShaderPlatform METAL_SM6]
- INI Section:
ShaderPlatform METAL_SM6
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:71, section: [ShaderPlatform VULKAN_SM5]
- INI Section:
ShaderPlatform VULKAN_SM5
- Raw value:
false
- Is Array:
False
Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:190, section: [ShaderPlatform VULKAN_SM6]
- INI Section:
ShaderPlatform VULKAN_SM6
- Raw value:
false
- Is Array:
False
Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:56, section: [ShaderPlatform PCD3D_SM5]
- INI Section:
ShaderPlatform PCD3D_SM5
- Raw value:
true
- Is Array:
False
Location: <Workspace>/Engine/Config/Windows/DataDrivenPlatformInfo.ini:107, 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:235
Scope (from outer to inner):
file
function void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo
Source code excerpt:
GET_SECTION_BOOL_HELPER(bSupportsNanite);
GET_SECTION_BOOL_HELPER(bSupportsLumenGI);
GET_SECTION_BOOL_HELPER(bSupportsSSDIndirect);
GET_SECTION_BOOL_HELPER(bSupportsTemporalHistoryUpscale);
GET_SECTION_BOOL_HELPER(bSupportsRTIndexFromVS);
GET_SECTION_BOOL_HELPER(bSupportsIntrinsicWaveOnce);
GET_SECTION_BOOL_HELPER(bSupportsConservativeRasterization);
GET_SECTION_SUPPORT_HELPER(bSupportsWaveOperations);
GET_SECTION_BOOL_HELPER(bSupportsWavePermute);
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:59
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
Source code excerpt:
uint32 bSupportsNanite : 1;
uint32 bSupportsLumenGI : 1;
uint32 bSupportsSSDIndirect : 1;
uint32 bSupportsTemporalHistoryUpscale : 1;
uint32 bSupportsRTIndexFromVS : 1;
uint32 bSupportsWaveOperations : int32(ERHIFeatureSupport::NumBits);
uint32 bSupportsWavePermute : 1;
uint32 MinimumWaveSize : 8;
uint32 MaximumWaveSize : 8;
#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:497
Scope (from outer to inner):
file
class class FGenericDataDrivenShaderPlatformInfo
function static const bool GetSupportsSSDIndirect
Source code excerpt:
{
check(IsValid(Platform));
return Infos[Platform].bSupportsSSDIndirect;
}
static FORCEINLINE_DEBUGGABLE const bool GetSupportsRTIndexFromVS(const FStaticShaderPlatform Platform)
{
check(IsValid(Platform));
return Infos[Platform].bSupportsRTIndexFromVS;