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Am 2013-08-20 13:12, schrieb Henri Verbeet:
I think this should either be called
wined3d_resource_allocate_sysmem() and live in resource.c, or
accept any np2 alignment and be called something along the lines of
wined3d_memalign(). The former probably makes the most sense at
this point.
Ok.
Somewhat related, I don't think there's really a reason to have
both "allocatedMemory" and "heap_memory" anymore. It should
probably just be called "sysmem". That's a cleanup that doesn't
necessarily belong in this patch though.
Surfaces can still have DIBs. We're also assigning memory returned by
glMapBuffer[Range] to resource.allocatedMemory, although that should
probably be changed. The main problem with the latter is that buffers
can be mapped multiple times.
Stefan
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