Commit f25eb1d644ae7c5fd83a64cf11c2b50ef01f412a

Jamie Madill 2015-02-17T14:42:32

D3D11: Use system memory for dynamic buffer updates. In our current code, we would use a staging texture as the working copy for buffer updates. This would trigger very large memcpy calls in some cases for large buffers with small updates. Instead, use a CPU memory buffer storage, and work with this storage when the user updates data. This plays much nicer with the VertexDataManager. BUG=angle:912 Change-Id: I8c32d3d9bb321a06534556ce05b4b99dc3d1e961 Reviewed-on: https://chromium-review.googlesource.com/249183 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>