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WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
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@ -1384,7 +1384,7 @@ D3D11_RenderClear(SDL_Renderer * renderer)
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static int
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static int
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D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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const void * vertexData, unsigned int dataSizeInBytes)
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const void * vertexData, size_t dataSizeInBytes)
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{
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
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HRESULT result = S_OK;
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HRESULT result = S_OK;
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@ -1397,10 +1397,20 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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}
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}
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if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
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if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
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rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertexData, dataSizeInBytes, 0);
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
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result = rendererData->d3dContext->Map(rendererData->vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return -1;
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}
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memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
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rendererData->d3dContext->Unmap(rendererData->vertexBuffer.Get(), 0);
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} else {
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} else {
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vertexBufferDesc.ByteWidth = dataSizeInBytes;
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vertexBufferDesc.ByteWidth = dataSizeInBytes;
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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vertexBufferData.pSysMem = vertexData;
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vertexBufferData.pSysMem = vertexData;
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