rhi.Bindless.Samplers

rhi.Bindless.Samplers

#Overview

name: rhi.Bindless.Samplers

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/RHI/Private/RHI.cpp:1187

Scope: file

Source code excerpt:

FString GRHIBindlessSamplerConfiguration = TEXT("Disabled");
static FAutoConsoleVariableRef CVarEnableBindlessSamplers(
	TEXT("rhi.Bindless.Samplers"),
	GRHIBindlessSamplerConfiguration,
	TEXT("Set to Enabled to enable for all shader types. Set to RayTracingOnly to restrict to Raytracing shaders."),
	ECVF_ReadOnly
);

static ERHIBindlessConfiguration ParseConfigurationFromString(const FString& InSetting)

#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp:610

Scope (from outer to inner):

file
function     ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessSamplersConfiguration

Source code excerpt:

ERHIBindlessConfiguration UE::ShaderCompiler::GetBindlessSamplersConfiguration(FName ShaderFormat)
{
	static IConsoleVariable* const BindlessSamplersCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("rhi.Bindless.Samplers"));
	return GetBindlessConfiguration(ShaderFormat, TEXT("BindlessSamplers"), BindlessSamplersCVar);
}

bool ShouldGenerateShaderSymbols(FName ShaderFormat)
{
	static const FShaderSymbolSettingHelper Symbols(TEXT("r.Shaders.Symbols"));