Original Post
First of all, I'm using SlimDX in C#. I'm rendering (or trying to ^^) my new awesome game (6 quads â 4 vertices!) in a few threads. I do this this way (pseudo-code):
foreach(m as material) {
shader.setResource(m);
foreach(i as indexbuffer[material]) {
deferredContext.renderIndexed(i);
}
}
Then I render this in an other thread by creating the command list from the deferred context and executing this on the immediate context. It renders well. But maybe, you see my problem already: Because the call "setResource" on the shader is not deferred, if the immediate context executes the command list, it uses the last state of the shader (ofcourse). How I can manage this? Is there something ready I can use? Or had the DX team forget to add this feature to their cool new DX11? ^^ [Edited by - Pyrogame on February 9, 2010 5:27:35 PM]