Jump to content
  • Advertisement
Sign in to follow this  
BrentMorris

DX11 DX11 Multithreaded Resource Creation Question

This topic is 1444 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

This page says that coarse synchronization is used to prevent concurrent thread device access.

 

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476130(v=vs.85).aspx

 

Can I design a multithreaded resource loader with only multithreading in mind and expect that the cards/drivers that don't support it will serialize the resource creation? I can't be sure, but it seems like I have heard stories of this causing crashes on drivers without support for multithreaded resource creation. 

 

Can anyone confirm this? I don't have a system that I can try it out on!

Share this post


Link to post
Share on other sites
Advertisement

In theory everything should work fine, since the runtime itself will synchronize to prevent the driver from having concurrent resource creates if it doesn't support it. But I've never tested on a driver that didn't support concurrent resource creation, so I can't verify anything.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!