I have decided to rewrite my entire engine to take advantage of scalable multithreading using Intel Threading Building Blocks (TBB) to handle the actual threading part. This also means rewriting my rendering code to take advantage of the multithreading features of D3D11. My original thoughts were to do something along these lines:
1. Create immediate context
2. Create a deferred context for each rendering "task" (terrain, buildings, shading, user interface, etc...)
3. Generate command lists on each deferred context in parallel (TBB handles dispatching these "tasks" to different threads)
4. Execute all command lists on the immediate context.
This seemed like a solid idea until I came across http://www.tecgraf.puc-rio.br/~abraposo/pubs/SBGames2011/SBGames2011_Tutorial.pdf while doing some random searching today. The illustration on the bottom right of page 2 contradicts my idea of leaving the immediate context as a mere "command list executer" by using the immediate context to execute draw commands and then executing the command lists of the deferred contexts once finidhed drawing.
I am hoping that someone with experience rendering multithreaded in D3D11 will tell me if my idea to do all drawing on the deferred contexts is flawed, or if these are simply two ways of accomplishing the same goal.
Thanks in advance.
Edited by Deortuka, 10 March 2013 - 05:37 PM.