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EffectPass.Apply Performance

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Hi I was profiling my application and I was noticed that I'm spending 40% of the render time in the EffectPass.Apply method. I only have one or two different shaders, so it insane to always call the EffectPass.Apply method for each object that I'm rendering. Unfortunatly by not calling this method, I'm also *not* committing the world matrix to the shader. Is their another way to accomplish this? If I look at "pix for windows" the blendstate, buffers, samplers, shaders are all set. I assume that this is taking a lot of time. What would be a more appropriate way to commit the changes of the variables? kind regards Alexander

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It looks like this is no longer available in D3D 10.

Maybe I should have mentioned this before :)

kind regards

Alexander

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Look into this ID3D10EffectPass::ComputeStateBlockMask, seems like it might help.

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