Sign in to follow this  
superpig

[D3D10] Multithreading constraints

Recommended Posts

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?

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this