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DX9 and redundant render states

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I always thought D3D9 does NOT check for redundant render states. But recently I set the DX runtime to maximum debug out level and noticed tons of such warnings:

[quote]Warning: Ignoring redundant render state[/quote]
Does this mean D3D9 will filter out setting redundant render states?

For example:
[code]mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);[/code]
Will this really set the state 3 times or just once? I am asking because actually I wanted to filter out setting redundant states in my engine, but if D3D9 already makes it, I do not have to do it.

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Will it also filter out calls like setPixelShader()?
So its best to let D3D filter out redundand state settings?

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