Original Post
With many of the DX Samples, the Debug Output gets a lot of warnings from DX of redundant SetRenderStates. This is usually because for things like the CD3DFont class, a state block is set with all the important renderstates for drawing the text on the screen. Probably half of these have been set to the correct value already, since it contains things as the cull-direction and fillmode, hence the many D3D warnings in the debug output.
What I''m wondering about: Do these things cost anything CPU/GPU wise? Does it slow down the app in any way to redundantly set the cullmode to ccw twelve times per frame? My first hunch would be no, since the output clearly says "Ignoring redundant setrenderstate". On the other hand, D3D thought it was important enough to let me know about it via the debug output.
If it did matter, it would, for most cases, ruin the advantages of state blocks, wouldn''t it? Anyone have an idea?