r.Shaders.CheckLevel

r.Shaders.CheckLevel

#Overview

name: r.Shaders.CheckLevel

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:282

Scope: file

Source code excerpt:

int32 GSShaderCheckLevel = 1;
static FAutoConsoleVariableRef CVarGSShaderCheckLevel(
	TEXT("r.Shaders.CheckLevel"),
	GSShaderCheckLevel,
	TEXT("0 => DO_CHECK=0, DO_GUARD_SLOW=0, 1 => DO_CHECK=1, DO_GUARD_SLOW=0, 2 => DO_CHECK=1, DO_GUARD_SLOW=1 for all shaders."),
	ECVF_Default
);

float GShaderCompilerTooLongIOThresholdSeconds = 0.3;

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/Shader.cpp:1630

Scope (from outer to inner):

file
function     void ShaderMapAppendKeyString

Source code excerpt:

	
	{
		static const auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shaders.CheckLevel"));
		// Note: Since 1 is the default, we don't modify the hash for this case, so as to not force a rebuild, and to keep the hash shorter.
		if (CVar && (CVar->GetInt() == 0 || CVar->GetInt() == 2))
		{
			KeyString.Appendf(TEXT("_C%d"), CVar->GetInt());
		}
	}