Would generating a command list from multiple threads with deferred contexts have any noticeable gain on performance with a deferred renderer?I mean you aren't changing shaders for every type of material and instead you use a branch or some other way of determining the material inside the lighting shader and shader binding is the heavies state change,right?
Deferred rendering and deferred shading?
Started by mrheisenberg, Jan 28 2013 06:35 PM
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Posted 29 January 2013 - 02:15 AM
Who says you won't change shaders when you change materials? That would be assuming that every single material will fill the G-Buffer in the exact same way. As a really simple example, you might have a shader that does normal mapping and one that doesn't.






