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#ActualMJP

Posted 29 January 2013 - 09:05 PM

Yeah it's not really about using the same texture multiple samplers within a given shader, it's more about decoupling texture state from sampler state. If you use 32 textures but only 4 different sampler configurations then you change a lot less state if the samplers are decoupled. It also lets you author shaders in such a way that you can just decide in code which sampler configuration to use rather than having to to set the state externally with D3D code.


#1MJP

Posted 29 January 2013 - 02:43 PM

Yeah it's not really about using the same texture multiple samplers within a given shader, it's more about decoupling texture state from sampler state. If you use 32 texture but only 4 different sampler configuration then you change a lot less state if the samplers are decoupled. It also lets you author shaders in such a way that you can just decide in code which sampler configuration to use rather than having to to set the state externally with D3D code.


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