State management in D3D

Stefan Dösinger stefandoesinger at gmx.at
Mon Sep 11 14:56:08 CDT 2006


Am Montag 11 September 2006 19:56 schrieb H. Verbeet:
> On 11/09/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > 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
>
> Well, sure, that's what the constants loading code does as well, but I
> still like a list better :-)
What would the list look like? Lionel was talking about some tree.

How would the complexity of the various operations compare? With an array and 
the chaned marker we have constant complexity for adding an element, 
determining if the list is empty, finding an element(the changed marker can 
store the position + 1) and emptiying the list. That is, I think, everything 
we need. We can't cheaply remove a single state from the dirty list, but I 
don't think we need this.
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