Not really, COM instances for each 3D concept are created and passed around.
There isn't this thing of binding/copying stuff into global state.
There isn't this thing of binding/copying stuff into global state.
ID3D11DeviceContext::IASetVertexBuffers https://msdn.microsoft.com/en-us/library/windows/desktop/ff4...
It's no different from manipulating the opengl context..
Also google bindless opengl
D3D11 contexts are explicit, real objects that you create, manipulate, and pass around. They can be properly and realistically handled in multi-threaded code. OpenGL contexts are opaque and global, and properly handling them in multiple threads is a nightmare. Multiple OpenGL contexts is also very different in functionality from multiple D3D11 device contexts.