d3d12.ReadOnlyTextureAllocator.MinPoolSize

d3d12.ReadOnlyTextureAllocator.MinPoolSize

#Overview

name: d3d12.ReadOnlyTextureAllocator.MinPoolSize

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/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