State management in D3D

Stefan Dösinger stefandoesinger at gmx.at
Mon Sep 11 12:02:43 CDT 2006


Am Montag 11 September 2006 18:41 schrieb H. Verbeet:
> On 11/09/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > * Keep a list of dirty states for each gl context in use: We don't need
> > something as fancy as trees for that, a little array can do the job, like
> > this(example for render states, but can be used for all other stuff too):
>
> You would at least need to use a proper list. Consider an application
> that sets the same state multiple times. Note that what you're
> proposing is pretty similar (in basis) to the way we currently handle
> shader constants loading.
That's what I'd use the state.changed field for. Set it to TRUE when the state 
is first modified and to FALSE when it it applied to gl. Do not add the state 
to the list of changes whn state.changed == TRUE
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