On 19 August 2013 13:38, Stefan Dösinger stefan@codeweavers.com wrote:
I guess in theory any kind of payload could be added to your implementation, but growing this larger than RESOURCE_ALIGNMENT(=16) bytes moots the point I guess.
The point is mostly that I don't think we want the wined3d_heap_memory structure to need a separate allocation. I suppose you could also just embed it inside the wined3d_resource structure.
properly aligned. Your code and mine differ when HeapAlloc happens to return an aligned pointer.
That's actually a bug in what I posted.