r.UseClusteredDeferredShading

r.UseClusteredDeferredShading

#Overview

name: r.UseClusteredDeferredShading

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/Renderer/Private/ClusteredDeferredShadingPass.cpp:33

Scope: file

Source code excerpt:

int32 GUseClusteredDeferredShading = 0;
static FAutoConsoleVariableRef CVarUseClusteredDeferredShading(
	TEXT("r.UseClusteredDeferredShading"),
	GUseClusteredDeferredShading,
	TEXT("Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on (also required is SM5 to actually turn on)."),
	ECVF_RenderThreadSafe
);

DECLARE_GPU_STAT_NAMED(ClusteredShading, TEXT("Clustered Shading"));

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.h:812

Scope (from outer to inner):

file
class        class FDeferredShadingSceneRenderer : public FSceneRenderer

Source code excerpt:

	
	/** 
	 * True if the 'r.UseClusteredDeferredShading' flag is 1 and sufficient feature level. 
	 */
	bool ShouldUseClusteredDeferredShading() const;

	/**
	 * Have the lights been injected into the light grid?
	 */
	bool AreLightsInLightGrid() const;