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dreijer

Deferred contexts and inheriting state from the immediate context

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I took my first stab at using deferred contexts in DirectX 11 the other day. My use-case for deferred contexts is probably somewhat different from the common scenario though; I'm interested in rendering a bunch of things on a deferred context, have them executed on the immediate context and then have the API reset the immediate context to what it was before I executed my commands (i.e. basically restoring the render state).

To test this, I created my deferred context using [b]CreateDeferredContext()[/b] and then rendered a simple triangle strip with it.

Early on in my test application, I call [b]OMSetRenderTargets()[/b] on the immediate context in order to render to the swap chain's back buffer. Now, after having read the documentation on MSDN about deferred contexts, I assumed that calling [b]ExecuteCommandList()[/b] on the immediate context would execute all of the deferred commands as "an extension" to the commands that had already been executed on the immediate context, i.e. the triangle strip I rendered in the deferred context would be rendered to the swap chain's back buffer when I executed the generated command list on the immediate context.

That didn't seem to be the case, however. Instead, I had to manually pull out the immediate context's render target view (using [b]OMGetRenderTargets()[/b]) and then set it on the deferred context with [b]OMSetRenderTargets()[/b].

Am I doing something wrong or is that the way deferred contexts work?
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ID3D11DeviceContext::FinishCommandList: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476424%28v=vs.85%29.aspx

[quote]Immediate context state is cleared before and after a command list is executed. A command list has no concept of inheritance.[/quote]
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Haha, I've been reading the docs up and down -- even sideways -- and I still missed this. I'm glad somebody else knows how to read. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] I guess what threw me off is that the paragraph you linked is missing from ExecuteCommandList(), which is where it's most relevant, in my opinion.
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[quote name='dreijer' timestamp='1351212315' post='4993982']
Haha, I've been reading the docs up and down -- even sideways -- and I still missed this. I'm glad somebody else knows how to read. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] I guess what threw me off is that the paragraph you linked is missing from ExecuteCommandList(), which is where it's most relevant, in my opinion.
[/quote]

A fault with the documentation is that info like this does tend to be scattered around, sometimes in the oddest places, yes.
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