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dx11 and multithreading

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I'm trying to create a little multithreading engine with d3d (dx 11) with tbb.
I have a scenegraph and each "item" in this shenegraph can be a pointer or a copy of an object(texture,vertexbuffer,ecc...)that refers to a catalog system.
I can use a pointer to mesh , to texture ecc.. or an object instead of a pointer.
Clearly if i use a pointer, savings a lot of memory and band width.
but My problem is:
Is convenient to use a scenegraph with pointers in multithreading?
if i have a lot of pointers to the same resource i have more "problems", may be?
because I have a lot of thread waiting for read the same resource.
If I use objects or copies of objects ,I can resolve this problem?
for example in a parallel_for and a thread sheduler where i use render "work" like a task with tbb .
I ask this because i haven't experience in multithreading.
I also read about concurrent container in tbb ,are useful in this case?
This differs from nutshell example because i try to use dx 11 in multithreading Environment.
I read that dx 11 is thread safe , but i ask if there are some propietary methods for use this multithreading or i can use tbb also for this.

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