D3D12.MaxCommandsPerCommandList

D3D12.MaxCommandsPerCommandList

#Overview

name: D3D12.MaxCommandsPerCommandList

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/D3D12RHI/Private/D3D12CommandContext.cpp:11

Scope: file

Source code excerpt:

int32 GD3D12MaxCommandsPerCommandList = 10000;
static FAutoConsoleVariableRef CVarMaxCommandsPerCommandList(
	TEXT("D3D12.MaxCommandsPerCommandList"),
	GD3D12MaxCommandsPerCommandList,
	TEXT("Flush command list to GPU after certain amount of enqueued commands (draw, dispatch, copy, ...) (default value 10000)"),
	ECVF_RenderThreadSafe
);

// We don't yet have a way to auto-detect that the Radeon Developer Panel is running

#Loc: <Workspace>/Engine/Source/Runtime/D3D12RHI/Private/D3D12CommandContext.h:304

Scope (from outer to inner):

file
class        class FD3D12ContextCommon

Source code excerpt:


	// Closes the current command list if the number of enqueued commands exceeds
	// the threshold defined by the "D3D12.MaxCommandsPerCommandList" cvar.
	void ConditionalSplitCommandList();

	auto BaseCommandList      () { return GetCommandList().BaseCommandList(); }
	auto CopyCommandList      () { return GetCommandList().CopyCommandList(); }
	auto GraphicsCommandList  () { return GetCommandList().GraphicsCommandList(); }
#if D3D12_MAX_COMMANDLIST_INTERFACE >= 1