What about this (only one example)
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
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.