wined3d: Save some memory in vertex buffers.
commit014c4bfc70a4d4e60f033d579d1be13a46f65170
authorStefan Dösinger <stefan@codeweavers.com>
Thu, 9 Apr 2009 16:40:57 +0000 (9 18:40 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 10 Apr 2009 09:14:32 +0000 (10 11:14 +0200)
tree817fd0b42cff29e1169b99c15dd5e25f1b9da6bd
parent7b2a44f2579425b34300e0483cd4869fdf512dec
wined3d: Save some memory in vertex buffers.

In most cases we're fine with the vbo and glMapBuffer and never use the actual
heap memory copy. Try to stick to just the vbo copy and avoid allocating the
extra heap memory. In case it is needed(emulation or vertex conversion), fall
back to the old double buffering mode.
dlls/wined3d/buffer.c
dlls/wined3d/device.c
dlls/wined3d/drawprim.c
dlls/wined3d/wined3d_private.h