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SamplerState caching #412
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This isn't required but if you have a test case that'll speed things up a bit, just so we have a quick comparison to look at with both XNA and FNA. |
My team is about to make some updates for graphicsdevice & effect, including fixes of caching issue.
Can you please explain how it should work? |
ApplySamplers basically flushes any changes made to the collections - for example, the bool is updated for textures here. Normally we would just flush before drawing, but it turns out D3D11 needed this for render target bindings as well to avoid issues with feedback loops. For effects, this should be applied here for sampler states and here if textures are set via a parameter rather than directly via TextureCollection. |
When there are defined properties (MaxMipLevel, MipMapLevelOfDetailBias etc.) in shader, them also are applied to all other samplers if they haven't defined properties.
Probably the best way is to set default values for such parametres in pipelineCache each time when starting to update sampler
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