On 2 February 2017 at 15:41, Józef Kucia joseph.kucia@gmail.com wrote:
I think it would complicate things a lot. Applying all states for dispatches would mean that we have to acquire, prepare and load all resources potentially used by draws, e.g. render targets and constant buffers. This would be required mainly because of the way how context_state_fb(), state_cb() and similar are implemented. It could be possibly mitigated to some extent by refactoring how the states are applied, e.g. using a similar mechanism to "context->update_shader_resource_bindings", but this approach doesn't appeal to me.
One approach would be to split things up when invalidating the states. In the longer term, I do think we want to think about reworking how states are applied, but it'll likely be a bit involved.