r.ShaderPipelineCacheTools.IncludeComputePSODuringCook
r.ShaderPipelineCacheTools.IncludeComputePSODuringCook
#Overview
name: r.ShaderPipelineCacheTools.IncludeComputePSODuringCook
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0 disables cook-time addition, 1 enables cook-time addition, 2 adds only Niagara PSOs.
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/Editor/UnrealEd/Private/Commandlets/ShaderPipelineCacheToolsCommandlet.cpp:67
Scope: file
Source code excerpt:
int32 GShaderPipelineCacheTools_ComputePSOInclusionMode = 2;
static FAutoConsoleVariableRef CVarShaderPipelineCacheDoNotPrecompileComputePSO(
TEXT("r.ShaderPipelineCacheTools.IncludeComputePSODuringCook"),
GShaderPipelineCacheTools_ComputePSOInclusionMode,
TEXT("0 disables cook-time addition, 1 enables cook-time addition, 2 adds only Niagara PSOs."),
ECVF_Default
);
int32 GShaderPipelineCacheTools_IgnoreObsoleteStableCacheFiles = 0;
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp:9679
Scope (from outer to inner):
file
function void UCookOnTheFlyServer::CreatePipelineCache
Source code excerpt:
// because of the compute shaders that are cached directly from stable shader keys files, we need to run this also if we have stable keys (which is pretty much always)
static const IConsoleVariable* CVarIncludeComputePSOsDuringCook = IConsoleManager::Get().FindConsoleVariable(TEXT("r.ShaderPipelineCacheTools.IncludeComputePSODuringCook"));
const bool bIncludeComputePSOsDuringCook = CVarIncludeComputePSOsDuringCook && CVarIncludeComputePSOsDuringCook->GetInt() >= 1;
if (!bBinaryStablePipelineCacheFilesFound && !bTextualStablePipelineCacheFilesFound && !bIncludeComputePSOsDuringCook)
{
UE_LOG(LogCook, Display, TEXT("---- NOT Running UShaderPipelineCacheToolsCommandlet for platform %s shader format %s, no files found at %s, and either no stable keys or not including compute PSOs during the cook"), *TargetPlatformName, *ShaderFormat.ToString(), *StablePCDir);
}
else