As it seems to me, when there are around one thousand shader units, we can only expect around one hundred or less texture units. So when the shaders are sampling textures, will they be stalled?
Can I call the Present method of different swapchains of a single adapter each in a separate thread?
I have 2 monitors attached to one card and 2 swapchains for each monitor. Without triple buffering, call Present sequentially would be silly. And with triple buffering, I will have to add one more staging buffer for each stream content (and I have a lot of them).
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I found that I didn't know when Present would wait... Will Present be blocked when there is no free buffer in swapchain, or will it be blocked when number of queued frames have reached the maximum?