D3D11 doesn’t have a RHI thread. Why does GRHICommandList.Bypass() return false?
I think the problem lies in this line in FRHICommandListExecutor::LatchBypass():
bool NewBypass = IsInGameThread() || (CVarRHICmdBypass.GetValueOnAnyThread() >= 1);
I think this should read:
bool NewBypass = IsInRenderingThread() || (CVarRHICmdBypass.GetValueOnAnyThread() >= 1);
At this point we’ve already verified that IsRunningRHIInSeparateThread() is false, so if we’re in the Render Thread we don’t need to queue any thing else.
Am I missing something?