Timeline for DirectX9 thread lock problem with "present" and background loading new textures
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 17, 2014 at 15:52 | answer | added | Eld | timeline score: -1 | |
| Sep 30, 2013 at 21:35 | vote | accept | Ole Dittmann | ||
| Sep 30, 2013 at 21:35 | answer | added | Ole Dittmann | timeline score: 0 | |
| Aug 4, 2013 at 19:08 | answer | added | Will | timeline score: 4 | |
| Jul 17, 2013 at 11:06 | comment | added | SmoCoder | Did you try running the ContentStreaming sample that comes with the DirectX SDK? Does it exhibit the same stalls? | |
| Jul 8, 2013 at 11:41 | comment | added | Ole Dittmann | I am creating the textures with the loader thread, as that may take a substancial amount of time and I want to do it in background. The blocking functions are any direct3D call - thats the problem. Direct3D does not differenciate resources it simply blocks globally. The interval between present calls? Well either a vsync or immediate - depending if vsync is on or not. | |
| Jun 24, 2013 at 14:46 | comment | added | SmoCoder | On which thread are you creating the Textures? Which functions are blocking on the loader thread? What's the interval between present calls? | |
| Apr 10, 2013 at 13:48 | history | tweeted | twitter.com/#!/StackGameDev/status/321982931742638080 | ||
| Apr 10, 2013 at 13:26 | review | First posts | |||
| Apr 10, 2013 at 13:30 | |||||
| Apr 10, 2013 at 13:09 | history | asked | Ole Dittmann | CC BY-SA 3.0 |