ToggleRenderingThread

ToggleRenderingThread

#Overview

name: ToggleRenderingThread

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/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. */