Re-land "In D3D, cache static vertex buffers to prevent wasteful recreation"
BUG=angleproject:197
Changes since first failed patch:
- Optimized BufferD3D::getStaticVertexBuffer()
- Removed loop to commit static buffers
- Out-of-date static buffers (which are much rarer anyway after this patch)
are marked for deletion at the *next* draw call, rather than searched for
before each draw call. That search was expensive.
The change should see a net improvement to DrawCallPerfBenchmark for D3D null.
Change-Id: If4942e0afd9e8fefadce8820a1305e13636547ef
Reviewed-on: https://chromium-review.googlesource.com/311115Tested-by:
Austin Kinross <aukinros@microsoft.com>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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