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metsfan

Question about redundant texture binds.

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Hello all,

 

I could probably figure this out on my own with a bunch of benchmarks, but just wondering if someone else has already profiled this.  If I call SetShaderResources with the same object twice, is that equivalent to calling it with 2 different objects, or is DirectX smart enough to say "this is the same thing we already have bound, don't do the same work twice".  This is in DirectX 11.

 

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I'm sure at some point there are redundancy checks, but Nvidia and AMD still recommend that you do the checking yourself if you want best performance.

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Doing stage-management on the context does increase performance.

in my framework it was almost 15% when it profiled it a couple of months ago (pre-alpha build of the renderer though).

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I have also seen performance improvements as well from doing state management in my engine.  I discussed this a few weeks ago in my journal here on GDNet, with follow up performance metrics here.

 

The fewer API calls you make, in general you will save time. 

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