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What are possible causes of a hung Direct3D 11 device?

Started by July 27, 2017 07:42 PM
10 comments, last by Holy Fuzz 7 years, 6 months ago

According to MSDN, thread safety is managed by the runtime rather than the driver (clicky), so I'd consider it even more unlikely that the OP has found a bug in this behaviour.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

Quick question: Is there any danger in releasing resources on other threads, assuming one can guarantee that the resource will never be used after it is released?

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