->Render11
->StateManager11
->VertextDataManager
->IndexDataManager
->InputLayoutCache
Context11
ref Render11
like this,DisplayD3D object has a Render11 and Render11 own a StateManager which hold the draw states.and Context!! just has a ref of Render11 from display ,so even thought I create a EGLContext for each thread,but render just use one stateManger and multi thread render become invalid!
now I'm not sure that can angle satify my requirement or I have wrong usage on angle?
Anyone knows?