D3D speedups

This PR picks 4 commits of galop1n's D3D branch which are simple d3d backend changes.
If it was me, i would argue on the single letter variable p.

That loop is probably the shutdown one and i did not really care much as
that the kind of code that will disapear with better/modern resource
acquisition and release. Remember, the line that you do not have to write
cannot bug.
On Jun 20, 2014 8:23 PM, "Nicolas Silvagni" <galopin@gmail.com> wrote:

> Still i admit i use auto a bit too easely when writing code and have to
> remove abusive ones in clean passes.
> On Jun 20, 2014 8:12 PM, galopin@gmail.com wrote:
>
>> auto& is one of the best thing in c++11,
>>
>>
>> On Fri, Jun 20, 2014 at 6:51 PM, shuffle2 <notifications@github.com>
>> wrote:
>>
>>> In Source/Core/VideoBackends/D3D/VertexManager.cpp:
>>>
>>> >
>>> >  void VertexManager::CreateDeviceObjects()
>>> >  {
>>> > -	D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
>>> > -		D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
>>> > -
>>> > -	m_vertex_draw_offset = 0;
>>> > -	m_index_draw_offset = 0;
>>> > -	m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
>>> > -	m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
>>> > -	for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
>>> > +	CD3D11_BUFFER_DESC bufdesc(VBUFFER_SIZE, D3D11_BIND_VERTEX_BUFFER|D3D11_BIND_INDEX_BUFFER,
>>> > +	                           D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
>>> > +
>>> > +	for (auto &p : m_buffers)
>>>
>>> auto& is gross :|
>>>
>>> —
>>> Reply to this email directly or view it on GitHub
>>> <https://github.com/dolphin-emu/dolphin/pull/438/files#r14029497>.
>>>
>>
>>