On 19 August 2013 13:38, Stefan Dösinger <ste...@codeweavers.com> wrote: > I guess in theory any kind of payload could be added to your > implementation, but growing this larger than RESOURCE_ALIGNMENT(=16) > bytes moots the point I guess. The point is mostly that I don't think we want the wined3d_heap_memory structure to need a separate allocation. I suppose you could also just embed it inside the wined3d_resource structure.
> properly aligned. Your code and mine differ when HeapAlloc happens to > return an aligned pointer. > That's actually a bug in what I posted.