[D3D11] Using DX11 deferred context to do some material sorting

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-1 comments, last by Shirakana2 9 years, 8 months ago

Hi !

In my attempt to reduce context change and improve performance, I was lokng at Dx 11 deferred context feature and I was wondering if I can use that to fake some "dynamic batching".

The idea would be to add a deferred context for each different material we have in scene. During render pass, each mesh register its draw calls to proper context depending on its material. Then each command list is built and executed by immediate context. This way each comand list will render only one kind of material, thus reducing context / render states changes. Unlike real batching, there'll still be multiple draw calls in each command list.

Does it sound realistic to do so ? Do you think it can be a good use of deferred context feature ?

I'm currently playing with sample from NV to implement that but I can't get any significant result for now...

Thanks for your help / remarks :)

Some of my previous work on my personal webpage

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