r.Shaders.ExtraData
r.Shaders.ExtraData
#Overview
name: r.Shaders.ExtraData
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Enables generation of extra shader data that can be used at runtime. This includes shader names and other platform specific data.\nThis can add bloat to compiled shaders and can prevent shaders from being deduplicated.\nThis setting can be overriden in any Engine.ini under the [ShaderCompiler] section.
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:2200
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarShadersEnableExtraData(
TEXT("r.Shaders.ExtraData"),
0,
TEXT("Enables generation of extra shader data that can be used at runtime. This includes shader names and other platform specific data.\n")
TEXT("This can add bloat to compiled shaders and can prevent shaders from being deduplicated.\n")
TEXT("This setting can be overriden in any Engine.ini under the [ShaderCompiler] section."),
ECVF_ReadOnly);
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:667
Scope (from outer to inner):
file
function bool ShouldEnableExtraShaderData
Source code excerpt:
bool ShouldEnableExtraShaderData(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper ExtraData(TEXT("r.Shaders.ExtraData"));
return ExtraData.IsEnabled(ShaderFormat);
}
bool ShouldOptimizeShaders(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper Optimize(TEXT("r.Shaders.Optimize"));