d3d12.ReadOnlyTextureAllocator.MinNumToPool

d3d12.ReadOnlyTextureAllocator.MinNumToPool

#Overview

name: d3d12.ReadOnlyTextureAllocator.MinNumToPool

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: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;