ToggleRenderingThread
ToggleRenderingThread
#Overview
name: ToggleRenderingThread
This variable is created as a Console Variable (cvar).
- type:
Exec
- help:
Sorry: Exec commands have no help
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/Engine/Private/UnrealEngine.cpp:5026
Scope: file
Source code excerpt:
return HandleFreezeAllCommand( Cmd, Ar, InWorld );
}
else if( FParse::Command(&Cmd,TEXT("ToggleRenderingThread")) )
{
return HandleToggleRenderingThreadCommand( Cmd, Ar );
}
else if (FParse::Command(&Cmd, TEXT("ToggleAsyncCompute")))
{
return HandleToggleAsyncComputeCommand(Cmd, Ar);
#Loc: <Workspace>/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:48
Scope: file
Source code excerpt:
/**
* Whether the rendering thread should be created or not.
* Currently set by command line parameter and by the ToggleRenderingThread console command.
*/
extern RENDERCORE_API bool GUseThreadedRendering;
extern RENDERCORE_API void SetRHIThreadEnabled(bool bEnableDedicatedThread, bool bEnableRHIOnTaskThreads);
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
static FORCEINLINE void CheckNotBlockedOnRenderThread() {}
#else // #if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
/** Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands. */