rhi.Bindless.Samplers
rhi.Bindless.Samplers
#Overview
name: rhi.Bindless.Samplers
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Set to Enabled to enable for all shader types. Set to RayTracingOnly to restrict to Raytracing shaders.
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"));