d3d12.ReadOnlyTextureAllocator.MinNumToPool
d3d12.ReadOnlyTextureAllocator.MinNumToPool
#Overview
name: d3d12.ReadOnlyTextureAllocator.MinNumToPool
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Texture pool of each size list must be large enough to store thismany textures unless constrained by maximum allocation granularity
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:31
Scope: file
Source code excerpt:
static int32 GD3D12ReadOnlyTextureAllocatorMinNumToPool = 8;
static FAutoConsoleVariableRef CVarD3D12ReadOnlyTextureAllocatorMinNumToPool(
TEXT("d3d12.ReadOnlyTextureAllocator.MinNumToPool"),
GD3D12ReadOnlyTextureAllocatorMinNumToPool,
TEXT("Texture pool of each size list must be large enough to store this")
TEXT("many textures unless constrained by maximum allocation granularity"),
ECVF_ReadOnly);
static int32 GD3D12ReadOnlyTextureAllocatorMaxPoolSize = 20 * 1024 * 1024;