d3d12.ReadOnlyTextureAllocator.MinPoolSize
d3d12.ReadOnlyTextureAllocator.MinPoolSize
#Overview
name: d3d12.ReadOnlyTextureAllocator.MinPoolSize
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Minimum allocation granularity (in bytes) of each size list
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/D3D12Allocation.cpp:24
Scope: file
Source code excerpt:
static int32 GD3D12ReadOnlyTextureAllocatorMinPoolSize = 4 * 1024 * 1024;
static FAutoConsoleVariableRef CVarD3D12ReadOnlyTextureAllocatorMinPoolSize(
TEXT("d3d12.ReadOnlyTextureAllocator.MinPoolSize"),
GD3D12ReadOnlyTextureAllocatorMinPoolSize,
TEXT("Minimum allocation granularity (in bytes) of each size list"),
ECVF_ReadOnly);
static int32 GD3D12ReadOnlyTextureAllocatorMinNumToPool = 8;
static FAutoConsoleVariableRef CVarD3D12ReadOnlyTextureAllocatorMinNumToPool(
#Loc: <Workspace>/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.h:27
Scope: file
Source code excerpt:
// Suggestions:
// - You can check memory wastage using "stat d3d12rhi" in a dev build
// - Tune d3d12.ReadOnlyTextureAllocator.MinPoolSize/MinNumToPool/MaxPoolSize
// according to video memory budget
// - Memory overhead is slightly over 200 MB in internal tests but consider
// adjusting above cvars or disabling if it fails your use case
// - The purpose of this allocator is pooling texture allocations because
// creating committed resources is slow on PC. But if committed resource
// creation ever becomes fast, there is no need for this allocator