Chapter 9. Rendering on Multiple Threads and Deferred Contexts

In this chapter, we will cover the following topics:

  • Benchmarking multithreaded rendering
  • Implementing multithreaded dynamic cubic environment mapping
  • Implementing dual paraboloid environment mapping

Introduction

One of the improvements that came with Direct3D 11 is the improved multithreading support. This is facilitated through the use of deferred contexts, additional device contexts that are used to create a command list for future execution on the immediate context. Creating multiple deferred contexts allow us to prepare rendering commands on multiple threads at once, and therefore, take advantage of multiple CPU cores that are common on modern PCs.

In this chapter, we will look at how ...

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