r.ShaderCompiler.AllowDistributedCompilation

r.ShaderCompiler.AllowDistributedCompilation

#Overview

name: r.ShaderCompiler.AllowDistributedCompilation

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:266

Scope: file

Source code excerpt:

int32 GShaderCompilerAllowDistributedCompilation = 1;
static FAutoConsoleVariableRef CVarShaderCompilerAllowDistributedCompilation(
	TEXT("r.ShaderCompiler.AllowDistributedCompilation"),
	GShaderCompilerAllowDistributedCompilation,
	TEXT("If 0, only local (spawned by the engine) ShaderCompileWorkers will be used. If 1, SCWs will be distributed using one of several possible backends (XGE, FASTBuild, SN-DBS)"),
	ECVF_Default
);

int32 GMaxNumDumpedShaderSources = 10;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShaderCompiler.h:846

Scope: file

Source code excerpt:

	/**
	 * Returns whether remote compiling is enabled. Otherwise, only the local machine is used for shader compilation.
	 * This depends on command line argument '-NoRemoteShaderCompile', CVar 'r.ShaderCompiler.AllowDistributedCompilation',
	 * and whether the target platform supports remote compilin; see ITargetPlatform::CanSupportRemoteShaderCompile().
	 */
	bool IsRemoteCompilingEnabled() const
	{
		return BuildDistributionController != nullptr;
	}

	/**
	 * Returns whether normal throttling settings should be ignored because shader compilation is at the moment the only action blocking the critical path.
	 * An example of such situation is startup compilation of global shaders and default materials, but there may be more cases like that.