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deviceContexts[GRAPHICTHREAD_IMMERIATE]->ExecuteCommandList(commandlists[i], true); commandlists[i]->Release(); commandlists[i] = nullptr; deviceContexts[i]->ClearState();
I found that in the function void ExecuteCommandList( ID3D11CommandList *pCommandList, BOOL RestoreContextState );,you pass true to the RestoreContextState. After that you use the clearstate()to set all state .That means we do not need to save and restore the state after 'excutecommandlist'.So,I don't think this step is necessary.Besides,according to the API document ,"When applications use FALSE, they can avoid unnecessary and inefficient state transitions.".I think pass "false" to the 'RestoreContextState 'is better.What do you think?
The text was updated successfully, but these errors were encountered:
deviceContexts[GRAPHICTHREAD_IMMERIATE]->ExecuteCommandList(commandlists[i], true); commandlists[i]->Release(); commandlists[i] = nullptr; deviceContexts[i]->ClearState();
I found that in the function
void ExecuteCommandList( ID3D11CommandList *pCommandList, BOOL RestoreContextState );
,you pass true to the RestoreContextState. After that you use theclearstate()
to set all state .That means we do not need to save and restore the state after 'excutecommandlist'.So,I don't think this step is necessary.Besides,according to the API document ,"When applications use FALSE, they can avoid unnecessary and inefficient state transitions.".I think pass "false" to the 'RestoreContextState 'is better.What do you think?The text was updated successfully, but these errors were encountered: