vm.FreeUnoptimizedByteCode
vm.FreeUnoptimizedByteCode
#Overview
name: vm.FreeUnoptimizedByteCode
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
When we have optimized the VM byte code should we free the original unoptimized byte code?
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/VectorVM/Private/VectorVM.cpp:230
Scope: file
Source code excerpt:
static int32 GbFreeUnoptimizedVMByteCode = 1;
static FAutoConsoleVariableRef CVarbFreeUnoptimizedVMByteCode(
TEXT("vm.FreeUnoptimizedByteCode"),
GbFreeUnoptimizedVMByteCode,
TEXT("When we have optimized the VM byte code should we free the original unoptimized byte code?"),
ECVF_Default
);
static int32 GbUseOptimizedVMByteCode = 1;
#Loc: <Workspace>/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraScript.cpp:1738
Scope (from outer to inner):
file
function bool UNiagaraScript::ShouldFreeUnoptimizedByteCode
Source code excerpt:
bool UNiagaraScript::ShouldFreeUnoptimizedByteCode() const
{
static const IConsoleVariable* CVarFreeUnoptimizedByteCode = IConsoleManager::Get().FindConsoleVariable(TEXT("vm.FreeUnoptimizedByteCode"));
return (FPlatformProperties::RequiresCookedData() || IsScriptCooked()) && CVarFreeUnoptimizedByteCode && CVarFreeUnoptimizedByteCode->GetInt() != 0;
}
FGraphEventRef UNiagaraScript::HandleByteCodeOptimization(bool bShouldForceNow)
{
check(IsInGameThread());