d3d12.AllowPoolAllocateIndirectArgBuffers
d3d12.AllowPoolAllocateIndirectArgBuffers
#Overview
name: d3d12.AllowPoolAllocateIndirectArgBuffers
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Allow indirect args to be pool allocated (otherwise they will be committed resources) (default: 0)
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:16
Scope: file
Source code excerpt:
static int32 GD3D12AllowPoolAllocateIndirectArgBuffers = 0;
static FAutoConsoleVariableRef CVarD3D12AllowPoolAllocateIndirectArgBuffers(
TEXT("d3d12.AllowPoolAllocateIndirectArgBuffers"),
GD3D12AllowPoolAllocateIndirectArgBuffers,
TEXT("Allow indirect args to be pool allocated (otherwise they will be committed resources) (default: 0)"),
ECVF_ReadOnly);
#if D3D12RHI_SEGREGATED_TEXTURE_ALLOC
static int32 GD3D12ReadOnlyTextureAllocatorMinPoolSize = 4 * 1024 * 1024;