r.ShaderCompiler.AllowDistributedCompilation
r.ShaderCompiler.AllowDistributedCompilation
#Overview
name: r.ShaderCompiler.AllowDistributedCompilation
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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)
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.