State management in D3D

Stefan Dösinger stefandoesinger at gmx.at
Tue Sep 12 10:42:51 CDT 2006


Am Montag 11 September 2006 23:36 schrieb H. Verbeet:
> On 11/09/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > 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.
>
> That's not related to the trees thing, but your proposal with a list
> instead of a fixed size array.
>
> >(the changed marker
> > can store the position + 1)
>
> Instead of a boolean dirty flag, you could store a pointer to the list
> element :-)
Yeah, but we still can't remove the entry. Or wait, set it to 0 and implement 
state 0 as a nop-apply :-)
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