Direct3D 11 implements support for object creation and rendering using multiple threads.
In this section
|Introduction to Multithreading in Direct3D 11
||Multithreading is designed to improve performance by performing work using one or more threads at the same time.
|Object Creation with Multithreading
||Use the ID3D11Device interface to create resources and objects, use the ID3D11DeviceContext for rendering.
|Immediate and Deferred Rendering
||Direct3D 11 supports two types of rendering: immediate and deferred. Both are implemented by using the ID3D11DeviceContext interface.
||A command list is a sequence of GPU commands that can be recorded and played back. A command list may improve performance by reducing the amount of overhead generated by the runtime.
|Threading Differences between Direct3D Versions
||Many multi-threaded programming models make use of synchronization primitives (such as mutexes) to create critical sections and prevent code from being accessed by more than one thread at a time.