r.Shaders.CheckLevel
r.Shaders.CheckLevel
#Overview
name: r.Shaders.CheckLevel
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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.
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());
}
}