D3D speedups

This PR picks 4 commits of galop1n's D3D branch which are simple d3d backend changes.
That was an argument?
On Jun 20, 2014 2:37 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)
>
> galop1n, I agree with you :)
> The thing is, the other people are just arguing over the placement of the
> "&" character in relation to the type specifier.
>
> —
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> <https://github.com/dolphin-emu/dolphin/pull/438/files#r14034664>.
>