Exemple #1
0
 /// <summary>
 /// Returns true if rendering thread and game thread are the same
 /// </summary>
 public static bool IsRenderingThreadGameThread()
 {
     return(Native_FThreading.IsRenderingThreadGameThread());
 }
Exemple #2
0
 /// <summary>
 /// Returns true if called from the RHI thread, or if called from ANY thread during single threaded rendering
 /// </summary>
 public static bool IsInRHIThread()
 {
     return(Native_FThreading.IsInRHIThread());
 }
Exemple #3
0
 /// <summary>
 /// Returns true if called from the rendering thread.
 /// Unlike IsInRenderingThread, this will always return false if we are running single threaded. It only returns true if this is actually a separate rendering thread. Mostly useful for checks
 /// </summary>
 public static bool IsInActualRenderingThread()
 {
     return(Native_FThreading.IsInActualRenderingThread());
 }
Exemple #4
0
 /// <summary>
 /// Returns true if called from the async loading thread if it's enabled, otherwise if called from game thread while is async loading code.
 /// </summary>
 public static bool IsInAsyncLoadingThread()
 {
     return(Native_FThreading.IsInAsyncLoadingThread());
 }
Exemple #5
0
 /// <summary>
 /// Returns true if called from the rendering thread, or if called from ANY thread that isn't the game thread, except that during single threaded rendering the game thread is ok too.
 /// </summary>
 /// <returns></returns>
 public static bool IsInParallelRenderingThread()
 {
     return(Native_FThreading.IsInParallelRenderingThread());
 }