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D3D: Refactor VertexDataManager attribute storage. · e18eb970Jamie Madill authored
Instead of splitting attributes into 'active enabled' and 'active disabled', split them into static/dynamic/direct/current value, and handle each group invidually. This also will allow the dirty bits code to call in to the VertexDataManager separately for each type of necessary vertex data translation, and skip it entirely for direct buffer storage. Should be a refactoring patch only. BUG=angleproject:1327 Change-Id: I53cb5672054d99ae68e9aa2e5a3c046a002e360d Reviewed-on: https://chromium-review.googlesource.com/330171Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
e18eb970
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