r.Shaders.GenerateSymbols

r.Shaders.GenerateSymbols

#Overview

name: r.Shaders.GenerateSymbols

The value of this variable can be defined or overridden in .ini config files. 2 .ini config files referencing this setting variable.

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1994, section: [ShaderCompiler]

Location: <Workspace>/Engine/Config/BaseEngine.ini:2009, section: [ShaderCompiler_BuildMachine]

#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:2163

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarShadersGenerateSymbols(
	TEXT("r.Shaders.GenerateSymbols"),
	0,
	TEXT("Enables generation of data for shader debugging when compiling shaders. This explicitly does not write any shader symbols to disk.\n")
	TEXT("This setting can be overriden in any Engine.ini under the [ShaderCompiler] section."),
	ECVF_ReadOnly);

static TAutoConsoleVariable<int32> CVarShadersWriteSymbols(

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:617

Scope (from outer to inner):

file
function     bool ShouldGenerateShaderSymbols

Source code excerpt:

{
	static const FShaderSymbolSettingHelper Symbols(TEXT("r.Shaders.Symbols"));
	static const FShaderSymbolSettingHelper GenerateSymbols(TEXT("r.Shaders.GenerateSymbols"), true);
	return Symbols.IsEnabled(ShaderFormat) || GenerateSymbols.IsEnabled(ShaderFormat);
}

bool ShouldGenerateShaderSymbolsInfo(FName ShaderFormat)
{
	static const FShaderSymbolSettingHelper SymbolsInfo(TEXT("r.Shaders.SymbolsInfo"));