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Am 2013-08-19 13:53, schrieb Henri Verbeet:
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.
Storing the pointer inside the wined3d_resource structure won't work for the command stream, but I'll ignore those considerations until I send actual CS patches and know for sure that my cache is an actual improvement.
properly aligned. Your code and mine differ when HeapAlloc happens to return an aligned pointer.
That's actually a bug in what I posted.
What's your suggested fix? Allocating size + align + alignment, and adding alignment to mem if mem happens to be already aligned?