Implement some more speed-up : Reserve TextureBindings + don't copy geometry
Make some GraphicsCommand API's input as const vector<>&
These will not copy the internal values. and also we can assume that
inputed data didn't change in that API
+
We reserve textureBinding's capacity as the Count of textures.
Most of texture have graphics object, and it will fitin that
reserved memory area.
This patch reduce unuseful re-allocation internal std::vector.
Change-Id: Ic9eee1ae2fe171431cf20a58c47af344edc977ef
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>