d3d12.AllowPoolAllocateIndirectArgBuffers

d3d12.AllowPoolAllocateIndirectArgBuffers

#Overview

name: d3d12.AllowPoolAllocateIndirectArgBuffers

This variable is created as a Console Variable (cvar).

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;