UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DynamicBufferAllocator.cpp File Reference
#include "DynamicBufferAllocator.h"
#include "Math/Float16.h"
#include "RenderResource.h"
#include "Misc/ScopeLock.h"
#include "RenderCore.h"

Classes

struct  FDynamicReadBufferPool
 

Variables

int32 GMaxReadBufferRenderingBytesAllocatedPerFrame = 32 * 1024 * 1024
 
FAutoConsoleVariableRef CVarMaxReadBufferRenderingBytesAllocatedPerFrame (TEXT("r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame"), GMaxReadBufferRenderingBytesAllocatedPerFrame, TEXT("The maximum number of transient rendering read buffer bytes to allocate before we start panic logging who is doing the allocations"))
 
int32 GMinReadBufferRenderingBufferSize = 256 * 1024
 
FAutoConsoleVariableRef CVarMinReadBufferSize (TEXT("r.ReadBuffer.MinSize"), GMinReadBufferRenderingBufferSize, TEXT("The minimum size (in instances) to allocate in blocks for rendering read buffers. i.e. 256*1024 = 1mb for a float buffer"))
 
int32 GAlignReadBufferRenderingBufferSize = 64 * 1024
 
FAutoConsoleVariableRef CVarAlignReadBufferSize (TEXT("r.ReadBuffer.AlignSize"), GAlignReadBufferRenderingBufferSize, TEXT("The alignment size (in instances) to allocate in blocks for rendering read buffers. i.e. 64*1024 = 256k for a float buffer"))
 
int32 GReadBufferD3D11StaticAllocation = true
 
FAutoConsoleVariableRef CVarReadBufferD3D11StaticAllocation (TEXT("r.ReadBuffer.D3D11StaticAllocation"), GReadBufferD3D11StaticAllocation, TEXT("Whether to allocate the read buffer as Static instead of Dynamic in D3D11, to work around driver inefficiencies."))
 

Variable Documentation

◆ CVarAlignReadBufferSize

FAutoConsoleVariableRef CVarAlignReadBufferSize(TEXT("r.ReadBuffer.AlignSize"), GAlignReadBufferRenderingBufferSize, TEXT("The alignment size (in instances) to allocate in blocks for rendering read buffers. i.e. 64*1024 = 256k for a float buffer")) ( TEXT("r.ReadBuffer.AlignSize")  ,
GAlignReadBufferRenderingBufferSize  ,
TEXT("The alignment size (in instances) to allocate in blocks for rendering read buffers. i.e. 64*1024 = 256k for a float buffer"  
)

◆ CVarMaxReadBufferRenderingBytesAllocatedPerFrame

FAutoConsoleVariableRef CVarMaxReadBufferRenderingBytesAllocatedPerFrame(TEXT("r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame"), GMaxReadBufferRenderingBytesAllocatedPerFrame, TEXT("The maximum number of transient rendering read buffer bytes to allocate before we start panic logging who is doing the allocations")) ( TEXT("r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame")  ,
GMaxReadBufferRenderingBytesAllocatedPerFrame  ,
TEXT("The maximum number of transient rendering read buffer bytes to allocate before we start panic logging who is doing the allocations"  
)

◆ CVarMinReadBufferSize

FAutoConsoleVariableRef CVarMinReadBufferSize(TEXT("r.ReadBuffer.MinSize"), GMinReadBufferRenderingBufferSize, TEXT("The minimum size (in instances) to allocate in blocks for rendering read buffers. i.e. 256*1024 = 1mb for a float buffer")) ( TEXT("r.ReadBuffer.MinSize")  ,
GMinReadBufferRenderingBufferSize  ,
TEXT("The minimum size (in instances) to allocate in blocks for rendering read buffers. i.e. 256*1024 = 1mb for a float buffer"  
)

◆ CVarReadBufferD3D11StaticAllocation

FAutoConsoleVariableRef CVarReadBufferD3D11StaticAllocation(TEXT("r.ReadBuffer.D3D11StaticAllocation"), GReadBufferD3D11StaticAllocation, TEXT("Whether to allocate the read buffer as Static instead of Dynamic in D3D11, to work around driver inefficiencies.")) ( TEXT("r.ReadBuffer.D3D11StaticAllocation")  ,
GReadBufferD3D11StaticAllocation  ,
TEXT("Whether to allocate the read buffer as Static instead of Dynamic in D3D11, to work around driver inefficiencies."  
)

◆ GAlignReadBufferRenderingBufferSize

int32 GAlignReadBufferRenderingBufferSize = 64 * 1024

◆ GMaxReadBufferRenderingBytesAllocatedPerFrame

int32 GMaxReadBufferRenderingBytesAllocatedPerFrame = 32 * 1024 * 1024

◆ GMinReadBufferRenderingBufferSize

int32 GMinReadBufferRenderingBufferSize = 256 * 1024

◆ GReadBufferD3D11StaticAllocation

int32 GReadBufferD3D11StaticAllocation = true