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[D3D10] Multithreading constraints

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Under D3D9 there are certain restrictions on how you may use D3D from multiple threads - for example you have to create/reset/TCL/destroy your D3D device on the same thread that does your Win32 message processing. Does anyone know what kind of restrictions like these apply under D3D10?

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I don't have my docs to hand (I'm at work), but off the top of my head D3D10 should have the thread-safe layer active by default. I'm pretty sure you have to ask it NOT be thread safe [smile]

hth
Jack

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Yeah, that layer is turned on by default - but I don't think it's relevant. That layer just has the device take the critical section during API calls - it doesn't say anything about the requirements of the larger-scale multithread design.

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