Sign in to follow this  
joanusdmentia

Redundant state changes

Recommended Posts

Just curious what sort of performance impact redundant state changes have? For example, if I were to bind texture A, render some vertices, bind texture A again and render some more, would a state change actually happen on the second binding?

Share this post


Link to post
Share on other sites
It's left up to the driver to decide. All drivers I know of currently do NOT check for redundant state changes. If your code organization is such that you have uncontrolled state changes with no idea of what's actually changing and what isn't, you may want to do client-side checking for redundancies if your framerate is too low.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this