Question about redundant texture binds.

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2 comments, last by Jason Z 10 years, 11 months ago

Hello all,

I could probably figure this out on my own with a bunch of benchmarks, but just wondering if someone else has already profiled this. If I call SetShaderResources with the same object twice, is that equivalent to calling it with 2 different objects, or is DirectX smart enough to say "this is the same thing we already have bound, don't do the same work twice". This is in DirectX 11.

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I'm sure at some point there are redundancy checks, but Nvidia and AMD still recommend that you do the checking yourself if you want best performance.

Doing stage-management on the context does increase performance.

in my framework it was almost 15% when it profiled it a couple of months ago (pre-alpha build of the renderer though).

I have also seen performance improvements as well from doing state management in my engine. I discussed this a few weeks ago in my journal here on GDNet, with follow up performance metrics here.

The fewer API calls you make, in general you will save time.

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