|
|
|
|
|
by kimixa
531 days ago
|
|
> There's plenty of blame to go around, really. My current project has a workaround for a user-mode graphics driver that sets the thread name without checking if D3D11_CREATE_DEVICE_SINGLETHREADED is set -- so there's code to detect this and call SetThreadDescription() to change it back so the main thread can be found in the debugger again. I hope that wasn't the one I worked on :P Though I'm surprised that changed much there - the flag just means we can avoid wrapping some state in mutexes (and in many paths is a NOP as the driver still uses multiple threads internally, not worth the gain for the few things they won't touch), I'm surprised that makes it rename the user thread. |
|
CEF had this issue as well, and the result was that initializing the WebBrowser plugin in Unreal would rename the main thread there too.