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yckx

D3D11 Device and DeviceContext

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I'm working with D3D11 and it's fun and all, but I don't really understand Microsoft's decision to split the D3DDevice into device and device context. I just don't see the benefit. This is (at least) partly because I've never really grokked what a context is supposed to represent. The pattern appears to be that that the device is used to create other D3D objects, and then the device context is used to manipulate them. How is that better than keeping it all together?

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Hodgeman basically hit the nail on the head - the design change was done more or less to support multithreading. In the end, by separating the resource management from the operations, it makes it quite easy to implement multithreaded rendering paradigms without imposing the solution on the user. Overall, I am quite impressed with the solution...

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Perhaps that's why I didn't immediately understand it--I've yet to look into multi-threaded programming.

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