bTargetsTiledGPU

bTargetsTiledGPU

#Overview

name: bTargetsTiledGPU

The value of this variable can be defined or overridden in .ini config files. 10 .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 bTargetsTiledGPU is to indicate whether the current shader platform targets a tiled GPU architecture. This setting is primarily used in the rendering system of Unreal Engine 5.

This setting variable is part of the RHI (Rendering Hardware Interface) subsystem, which is a core module in Unreal Engine responsible for abstracting the low-level graphics API interactions. It’s specifically used within the data-driven shader platform information system.

The value of this variable is set through the data-driven shader platform information parsing process. It’s read from a configuration section using the GET_SECTION_BOOL_HELPER macro, which suggests that it’s defined in a configuration file.

bTargetsTiledGPU interacts with other shader platform-specific variables within the FGenericDataDrivenShaderPlatformInfo class. It’s part of a bitfield along with other platform-specific flags like bRequiresExplicit128bitRT, bSupportsGen5TemporalAA, and others.

Developers must be aware that this variable affects how the engine optimizes rendering for different GPU architectures. Tiled GPUs have specific memory access patterns and optimization strategies, so correctly setting this flag is crucial for performance on such architectures.

Best practices when using this variable include:

  1. Ensure it’s correctly set for each supported platform in the engine configuration.
  2. When developing rendering features or optimizations, check this flag to determine if tiled GPU-specific optimizations should be applied.
  3. Use the GetTargetsTiledGPU() static function to query this value rather than accessing the bitfield directly, as this provides a safer and more maintainable approach.
  4. Be aware of the implications of tiled GPU architectures on your rendering code, especially regarding memory access patterns and bandwidth usage.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/Android/DataDrivenPlatformInfo.ini:62, section: [ShaderPlatform OPENGL_ES3_1_ANDROID]

Location: <Workspace>/Engine/Config/Android/DataDrivenPlatformInfo.ini:79, section: [ShaderPlatform VULKAN_ES3_1_ANDROID]

Location: <Workspace>/Engine/Config/Android/DataDrivenPlatformInfo.ini:101, section: [ShaderPlatform VULKAN_SM5_ANDROID]

Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:54, section: [ShaderPlatform METAL]

Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:66, section: [ShaderPlatform METAL_MRT]

Location: <Workspace>/Engine/Config/IOS/DataDrivenPlatformInfo.ini:79, section: [ShaderPlatform METAL_SIM]

Location: <Workspace>/Engine/Config/TVOS/DataDrivenPlatformInfo.ini:24, section: [ShaderPlatform METAL_MRT_TVOS]

Location: <Workspace>/Engine/Config/TVOS/DataDrivenPlatformInfo.ini:36, section: [ShaderPlatform METAL_TVOS]

Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:92, section: [ShaderPlatform VULKAN_SM5]

Location: <Workspace>/Engine/Config/VulkanPC/DataDrivenPlatformInfo.ini:211, section: [ShaderPlatform VULKAN_SM6]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Private/DataDrivenShaderPlatformInfo.cpp:246

Scope (from outer to inner):

file
function     void FGenericDataDrivenShaderPlatformInfo::ParseDataDrivenShaderInfo

Source code excerpt:

	GET_SECTION_BOOL_HELPER(bRequiresExplicit128bitRT);
	GET_SECTION_BOOL_HELPER(bSupportsGen5TemporalAA);
	GET_SECTION_BOOL_HELPER(bTargetsTiledGPU);
	GET_SECTION_BOOL_HELPER(bNeedsOfflineCompiler);
	GET_SECTION_BOOL_HELPER(bSupportsComputeFramework);
	GET_SECTION_BOOL_HELPER(bSupportsAnisotropicMaterials);
	GET_SECTION_BOOL_HELPER(bSupportsDualSourceBlending);
	GET_SECTION_BOOL_HELPER(bRequiresGeneratePrevTransformBuffer);
	GET_SECTION_BOOL_HELPER(bRequiresRenderTargetDuringRaster);

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:70

Scope (from outer to inner):

file
class        class FGenericDataDrivenShaderPlatformInfo

Source code excerpt:

	uint32 bRequiresExplicit128bitRT : 1;
	uint32 bSupportsGen5TemporalAA : 1;
	uint32 bTargetsTiledGPU : 1;
	uint32 bNeedsOfflineCompiler : 1;
	uint32 bSupportsComputeFramework : 1;
	uint32 bSupportsAnisotropicMaterials : 1;
	uint32 bSupportsDualSourceBlending : 1;
	uint32 bRequiresGeneratePrevTransformBuffer : 1;
	uint32 bRequiresRenderTargetDuringRaster : 1;

#Loc: <Workspace>/Engine/Source/Runtime/RHI/Public/DataDrivenShaderPlatformInfo.h:407

Scope (from outer to inner):

file
class        class FGenericDataDrivenShaderPlatformInfo
function     static const bool GetTargetsTiledGPU

Source code excerpt:

	{
		check(IsValid(Platform));
		return Infos[Platform].bTargetsTiledGPU;
	}

	static FORCEINLINE_DEBUGGABLE const bool GetNeedsOfflineCompiler(const FStaticShaderPlatform Platform)
	{
		check(IsValid(Platform));
		return Infos[Platform].bNeedsOfflineCompiler;