r.Shaders.ExtraData

r.Shaders.ExtraData

#Overview

name: r.Shaders.ExtraData

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: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"));