r.Shaders.WriteSymbols

r.Shaders.WriteSymbols

#Overview

name: r.Shaders.WriteSymbols

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:1996, section: [ShaderCompiler]

Location: <Workspace>/Engine/Config/BaseEngine.ini:2011, 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:2170

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarShadersWriteSymbols(
	TEXT("r.Shaders.WriteSymbols"),
	0,
	TEXT("Enables writing shader symbols to disk for platforms that support that. This explicitly does not enable generation of shader symbols.\n")
	TEXT("This setting can be overriden in any Engine.ini under the [ShaderCompiler] section."),
	ECVF_ReadOnly);

static TAutoConsoleVariable<FString> CVarShadersSymbolPathOverride(

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:630

Scope (from outer to inner):

file
function     bool ShouldWriteShaderSymbols

Source code excerpt:

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

bool ShouldAllowUniqueShaderSymbols(FName ShaderFormat)
{
	static const FShaderSymbolSettingHelper AllowUniqueSymbols(TEXT("r.Shaders.AllowUniqueSymbols"));