r.CreateShadersOnLoad

r.CreateShadersOnLoad

#Overview

name: r.CreateShadersOnLoad

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp:2290

Scope: file

Source code excerpt:

ENGINE_API int32 GCreateShadersOnLoad = 0;
static FAutoConsoleVariableRef CVarCreateShadersOnLoad(
	TEXT("r.CreateShadersOnLoad"),
	GCreateShadersOnLoad,
	TEXT("Whether to create shaders on load, which can reduce hitching, but use more memory.  Otherwise they will be created as needed.")
);

static TAutoConsoleVariable<FString> CVarShaderOverrideDebugDir(
	TEXT("r.OverrideShaderDebugDir"),

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCodeArchive.cpp:80

Scope (from outer to inner):

file
namespace    anonymous
function     bool IsCreateShadersOnLoadEnabled

Source code excerpt:

	bool IsCreateShadersOnLoadEnabled()
	{
		static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.CreateShadersOnLoad"));
		return CVar && CVar->GetInt() != 0;
	}
}
#endif // RHI_RAYTRACING

int32 FSerializedShaderArchive::FindShaderMapWithKey(const FSHAHash& Hash, uint32 Key) const