r.Shaders.SymbolsInfo
r.Shaders.SymbolsInfo
#Overview
name: r.Shaders.SymbolsInfo
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
In lieu of a full set of platform shader PDBs, save out a slimmer ShaderSymbols.Info which contains shader platform hashes and shader debug info.\nAn option for when it is not practical to save PDBs for shaders all the time.\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:2155
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarShadersSymbolsInfo(
TEXT("r.Shaders.SymbolsInfo"),
0,
TEXT("In lieu of a full set of platform shader PDBs, save out a slimmer ShaderSymbols.Info which contains shader platform hashes and shader debug info.\n")
TEXT("An option for when it is not practical to save PDBs for shaders all the time.\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:623
Scope (from outer to inner):
file
function bool ShouldGenerateShaderSymbolsInfo
Source code excerpt:
bool ShouldGenerateShaderSymbolsInfo(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper SymbolsInfo(TEXT("r.Shaders.SymbolsInfo"));
return SymbolsInfo.IsEnabled(ShaderFormat);
}
bool ShouldWriteShaderSymbols(FName ShaderFormat)
{
static const FShaderSymbolSettingHelper Symbols(TEXT("r.Shaders.Symbols"));