Why does GRHICommandList.Bypass() return false with D3D11?

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?