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State change

Started by tsurutsuru Aug 14, 2006 at 7:43 AM 1 replies 400+ views
Original Post
tsurutsuru
tsurutsuru
Hi. I found that redundant state change is filtered when the device is created in pure, otherwise(non-pure device) do nothing at "StateManager" in DX sample. So if I don't use pure-device Don't I have to check redundant state change at all? ( RenderState, SamplerState,TextureStageState ) Anything related to this issue will be fine. Thanks.
Evil Steve
Evil Steve
If you create a pure device, the calls get passed straight to the driver without D3D checking them first. That gives you a bit of a speed boost sometimes, but means D3D can't check the values (Since it just hands them off).

You don't really have to filter them, it's just a warning from D3D that you could.

I create a light wrapper around my D3D Device to check for things like this anyway, if nothing else it lets me restore the device state after I reset it, which is pretty handy.
circlesoft
circlesoft
Quote:
Original post by Evil Steve
That gives you a bit of a speed boost sometimes

Yea, the speed gains have been estimated to be about 0.1%. This is hardly worth it, considering all of the state management you have to do manually.

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