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  • Hash : f25eb1d6
    Author : Jamie Madill
    Date : 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>
    

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    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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