Does unity use the ID3D10Multithread interface for multiple thread support?
I am writing a native plugin in C++ using D3D11 and I need to be able to use the device and context outside the IssuePluginEvent() calls. I was hoping that unity used the ID3D10Multithread interface but it appears not. I did provide the command line parameter -force-d3d11-no-singlethreaded to allow the interface to exist but once I queried it and called GetMultithreadProtected() it returned false which means unity doesn't set it to true. I know I can set it to true by calling SetMultithreadProtected(true) but what this means is that unity is not calling the Enter/Leave methods of ID3D10Multithread which is needed in order to protect the context and device.
Is there some other way I can use the D3D11 device and context outside of IssuePluginEvent? Is there a mutex somewhere that unity is already using to protect the device and context?