Creates a deferred context, which can record command lists.
HRESULT CreateDeferredContext2( UINT ContextFlags, ID3D11DeviceContext2 **ppDeferredContext );
Reserved for future use. Pass 0.
Upon completion of the method, the passed pointer to an ID3D11DeviceContext2 interface pointer is initialized.
Returns S_OK if successful; otherwise, returns one of the following:
- Returns DXGI_ERROR_DEVICE_REMOVED if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device.
- Returns DXGI_ERROR_INVALID_CALL if the CreateDeferredContext2 method can't be called from the current context. For example, if the device was created with the D3D11_CREATE_DEVICE_SINGLETHREADED value, CreateDeferredContext2 returns DXGI_ERROR_INVALID_CALL.
- Returns E_INVALIDARG if the ContextFlags parameter is invalid.
- Returns E_OUTOFMEMORY if the app has exhausted available memory.
A deferred context is a thread-safe context that you can use to record graphics commands on a thread other than the main rendering thread. By using a deferred context, you can record graphics commands into a command list that is encapsulated by the ID3D11CommandList interface. After you record all scene items, you can then submit them to the main render thread for final rendering. In this manner, you can perform rendering tasks concurrently across multiple threads and potentially improve performance in multi-core CPU scenarios.
You can create multiple deferred contexts.
|Minimum supported client||Windows 8.1 [desktop apps | UWP apps]|
|Minimum supported server||Windows Server 2012 R2 [desktop apps | UWP apps]|