What is exactly measured when checking TDR in Windows.? What do I need to do in my DX11D3D11 app to tell TDR that long rendering is OK (I'veokay? I've already split the workload into smaller batches, but how do I tell TDR when this batch begins and when it ends?)
I know that IDXGISwapChain::Present
method will do this for me, but is it the only way?
Is ID3D11DeviceContext::Flush
method doing the same thing?
Thanks for your responses.