What is exactly measured when checking TDR in Windows? What do I need to do in my D3D11 app to tell TDR that long rendering is okay? 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?