wined3d: Merge vertexbuffer.c with buffer.c.

Henri Verbeet hverbeet at codeweavers.com
Mon Feb 23 02:16:04 CST 2009


This just moves to code to the same file, but we want to merge the
implementations as well at some point.
---
 dlls/wined3d/Makefile.in    |    1 -
 dlls/wined3d/buffer.c       |  947 +++++++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/vertexbuffer.c |  820 -------------------------------------
 3 files changed, 947 insertions(+), 821 deletions(-)
 delete mode 100644 dlls/wined3d/vertexbuffer.c

diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
index 2f8f0c0..1297db5 100644
--- a/dlls/wined3d/Makefile.in
+++ b/dlls/wined3d/Makefile.in
@@ -36,7 +36,6 @@ C_SRCS = \
 	swapchain_base.c \
 	texture.c \
 	utils.c \
-	vertexbuffer.c \
 	vertexdeclaration.c \
 	vertexshader.c \
 	volume.c \
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 8a7d72d..b3c2442 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -1,4 +1,8 @@
 /*
+ * Copyright 2002-2005 Jason Edmeades
+ * Copyright 2002-2005 Raphael Junqueira
+ * Copyright 2004 Christian Costa
+ * Copyright 2007 Stefan Dösinger for CodeWeavers
  * Copyright 2009 Henri Verbeet for CodeWeavers
  *
  * This library is free software; you can redistribute it and/or
@@ -24,6 +28,11 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define VB_MAXDECLCHANGES     100     /* After that number we stop converting */
+#define VB_RESETDECLCHANGE    1000    /* Reset the changecount after that number of draws */
+
 /* IUnknown methods */
 
 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
@@ -149,3 +158,941 @@ const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
     buffer_UnLoad,
     buffer_GetType,
 };
+
+/* IUnknown methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface,
+        REFIID riid, void **object)
+{
+    TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
+
+    if (IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)
+            || IsEqualGUID(riid, &IID_IWineD3DResource)
+            || IsEqualGUID(riid, &IID_IWineD3DBase)
+            || IsEqualGUID(riid, &IID_IUnknown))
+    {
+        IUnknown_AddRef(iface);
+        *object = iface;
+        return S_OK;
+    }
+
+    WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
+
+    *object = NULL;
+
+    return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+    ULONG refcount = InterlockedIncrement(&This->resource.ref);
+
+    TRACE("%p increasing refcount to %u\n", This, refcount);
+
+    return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+    ULONG refcount = InterlockedDecrement(&This->resource.ref);
+
+    TRACE("%p decreasing refcount to %u\n", This, refcount);
+
+    if (!refcount)
+    {
+        if (This->vbo)
+        {
+            IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+            ENTER_GL();
+            GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+            checkGLcall("glDeleteBuffersARB");
+            LEAVE_GL();
+        }
+
+        resource_cleanup((IWineD3DResource *)iface);
+        HeapFree(GetProcessHeap(), 0, This);
+    }
+
+    return refcount;
+}
+
+/* IWineD3DBase methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **parent)
+{
+    return resource_get_parent((IWineD3DResource *)iface, parent);
+}
+
+/* IWineD3DResource methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface,
+        IWineD3DDevice **device)
+{
+    return resource_get_device((IWineD3DResource *)iface, device);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface,
+        REFGUID guid, const void *data, DWORD data_size, DWORD flags)
+{
+    return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface,
+        REFGUID guid, void *data, DWORD *data_size)
+{
+    return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID guid)
+{
+    return resource_free_private_data((IWineD3DResource *)iface, guid);
+}
+
+static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD priority)
+{
+    return resource_set_priority((IWineD3DResource *)iface, priority);
+}
+
+static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface)
+{
+    return resource_get_priority((IWineD3DResource *)iface);
+}
+
+static inline void fixup_d3dcolor(DWORD *pos)
+{
+    DWORD srcColor = *pos;
+
+    /* Color conversion like in drawStridedSlow. watch out for little endianity
+     * If we want that stuff to work on big endian machines too we have to consider more things
+     *
+     * 0xff000000: Alpha mask
+     * 0x00ff0000: Blue mask
+     * 0x0000ff00: Green mask
+     * 0x000000ff: Red mask
+     */
+    *pos = 0;
+    *pos |= (srcColor & 0xff00ff00)      ;   /* Alpha Green */
+    *pos |= (srcColor & 0x00ff0000) >> 16;   /* Red */
+    *pos |= (srcColor & 0x000000ff) << 16;   /* Blue */
+}
+
+static inline void fixup_transformed_pos(float *p)
+{
+    float x, y, z, w;
+
+    /* rhw conversion like in drawStridedSlow */
+    if (p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps)))
+    {
+        x = p[0];
+        y = p[1];
+        z = p[2];
+        w = 1.0;
+    }
+    else
+    {
+        w = 1.0 / p[3];
+        x = p[0] * w;
+        y = p[1] * w;
+        z = p[2] * w;
+    }
+    p[0] = x;
+    p[1] = y;
+    p[2] = z;
+    p[3] = w;
+}
+
+static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This,
+        const WineDirect3DVertexStridedData *strided, DWORD stride)
+{
+    DWORD *ret, i, shift, j, type;
+    DWORD orig_type_size;
+
+    if (!stride)
+    {
+        TRACE("No shift\n");
+        return NULL;
+    }
+
+    This->conv_stride = stride;
+    ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
+    for (i = 0; i < MAX_ATTRIBS; ++i)
+    {
+        if (strided->u.input[i].VBO != This->vbo) continue;
+
+        type = strided->u.input[i].dwType;
+        if (type == WINED3DDECLTYPE_FLOAT16_2)
+        {
+            shift = 4;
+        }
+        else if (type == WINED3DDECLTYPE_FLOAT16_4)
+        {
+            shift = 8;
+            /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
+             * compatible
+             */
+            for (j = 4; j < 8; ++j)
+            {
+                ret[(DWORD_PTR)strided->u.input[i].lpData + j] += 4;
+            }
+        }
+        else
+        {
+            shift = 0;
+        }
+        This->conv_stride += shift;
+
+        if (shift)
+        {
+            orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
+            for (j = (DWORD_PTR)strided->u.input[i].lpData + orig_type_size; j < stride; ++j)
+            {
+                ret[j] += shift;
+            }
+        }
+    }
+
+    if (TRACE_ON(d3d))
+    {
+        TRACE("Dumping conversion shift:\n");
+        for (i = 0; i < stride; ++i)
+        {
+            TRACE("[%d]", ret[i]);
+        }
+        TRACE("\n");
+    }
+
+    return ret;
+}
+
+static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
+        const enum vbo_conversion_type conv_type, const WineDirect3DStridedData *attrib,
+        DWORD *stride_this_run, const DWORD type)
+{
+    DWORD attrib_size;
+    BOOL ret = FALSE;
+    int i;
+    DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
+    DWORD_PTR data;
+
+    /* Check for some valid situations which cause us pain. One is if the buffer is used for
+     * constant attributes(stride = 0), the other one is if the buffer is used on two streams
+     * with different strides. In the 2nd case we might have to drop conversion entirely,
+     * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
+     */
+    if (attrib->dwStride == 0)
+    {
+        FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
+                debug_d3ddecltype(type));
+    }
+    else if(attrib->dwStride != *stride_this_run && *stride_this_run)
+    {
+        FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
+    }
+    else
+    {
+        *stride_this_run = attrib->dwStride;
+        if (This->stride != *stride_this_run)
+        {
+            /* We rely that this happens only on the first converted attribute that is found,
+             * if at all. See above check
+             */
+            TRACE("Reconverting because converted attributes occur, and the stride changed\n");
+            This->stride = *stride_this_run;
+            HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
+            This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
+            ret = TRUE;
+        }
+    }
+
+    data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
+    attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
+    for (i = 0; i < attrib_size; ++i)
+    {
+        if (This->conv_map[data + i] != conv_type)
+        {
+            TRACE("Byte %ld in vertex changed\n", i + data);
+            TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
+            ret = TRUE;
+            This->conv_map[data + i] = conv_type;
+        }
+    }
+
+    return ret;
+}
+
+static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This,
+        const WineDirect3DStridedData *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
+        const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
+{
+    BOOL ret = FALSE;
+    DWORD type;
+
+    /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
+     * there, on nonexistent attribs the vbo is 0.
+     */
+    if (attrib->VBO != This->vbo) return FALSE;
+
+    type = attrib->dwType;
+    /* Look for newly appeared conversion */
+    if (!GL_SUPPORT(NV_HALF_FLOAT) && (type == WINED3DDECLTYPE_FLOAT16_2 || type == WINED3DDECLTYPE_FLOAT16_4))
+    {
+        ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
+
+        if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
+        else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
+        *float16_used = TRUE;
+    }
+    else if (check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR)
+    {
+        ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
+
+        if (!is_ffp_color) FIXME("Test for non-color fixed function D3DCOLOR type\n");
+    }
+    else if (is_ffp_position && type == WINED3DDECLTYPE_FLOAT4)
+    {
+        ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
+    }
+    else if (This->conv_map)
+    {
+        ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
+    }
+
+    return ret;
+}
+
+static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
+{
+    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    BOOL ret = FALSE;
+    int i;
+    DWORD stride_this_run = 0;
+    BOOL float16_used = FALSE;
+
+    /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
+     * Once we have our declaration there is no need to look it up again.
+     */
+    if (((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) return FALSE;
+
+    TRACE("Finding vertex buffer conversion information\n");
+    /* Certain declaration types need some fixups before we can pass them to
+     * opengl. This means D3DCOLOR attributes with fixed function vertex
+     * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
+     * GL_NV_half_float is not supported.
+     *
+     * The vertex buffer FVF doesn't help with finding them, we have to use
+     * the decoded vertex declaration and pick the things that concern the
+     * current buffer. A problem with this is that this can change between
+     * draws, so we have to validate the information and reprocess the buffer
+     * if it changes, and avoid false positives for performance reasons.
+     *
+     * We have to distinguish between vertex shaders and fixed function to
+     * pick the way we access the strided vertex information.
+     *
+     * This code sets up a per-byte array with the size of the detected
+     * stride of the arrays in the buffer. For each byte we have a field
+     * that marks the conversion needed on this byte. For example, the
+     * following declaration with fixed function vertex processing:
+     *
+     *      POSITIONT, FLOAT4
+     *      NORMAL, FLOAT3
+     *      DIFFUSE, FLOAT16_4
+     *      SPECULAR, D3DCOLOR
+     *
+     * Will result in
+     * {                 POSITIONT                    }{             NORMAL                }{    DIFFUSE          }{SPECULAR }
+     * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
+     *
+     * Where in this example map P means 4 component position conversion, 0
+     * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
+     * conversion (red / blue swizzle).
+     *
+     * If we're doing conversion and the stride changes we have to reconvert
+     * the whole buffer. Note that we do not mind if the semantic changes,
+     * we only care for the conversion type. So if the NORMAL is replaced
+     * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
+     * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
+     * conversion types depend on the semantic as well, for example a FLOAT4
+     * texcoord needs no conversion while a FLOAT4 positiont needs one
+     */
+    if (use_vs(device->stateBlock))
+    {
+        TRACE("vshader\n");
+        /* If the current vertex declaration is marked for no half float conversion don't bother to
+         * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
+         * if we used conversion before
+         */
+        if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
+        {
+            if (This->conv_map)
+            {
+                TRACE("Now using shaders without conversion, but conversion used before\n");
+                HeapFree(GetProcessHeap(), 0, This->conv_map);
+                HeapFree(GetProcessHeap(), 0, This->conv_shift);
+                This->conv_map = NULL;
+                This->stride = 0;
+                This->conv_shift = NULL;
+                This->conv_stride = 0;
+                return TRUE;
+            }
+            else
+            {
+                return FALSE;
+            }
+        }
+        for (i = 0; i < MAX_ATTRIBS; ++i)
+        {
+            ret = check_attribute(This, &device->strided_streams.u.input[i],
+                    FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        }
+
+        /* Recalculate the conversion shift map if the declaration has changed,
+         * and we're using float16 conversion or used it on the last run
+         */
+        if (ret && (float16_used || This->conv_map))
+        {
+            HeapFree(GetProcessHeap(), 0, This->conv_shift);
+            This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
+        }
+    }
+    else
+    {
+        /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
+         * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
+         * the attributes that our current fixed function pipeline implementation cares for.
+         */
+        BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
+        ret = check_attribute(This, &device->strided_streams.u.s.position,
+                TRUE, TRUE,  FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.normal,
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.diffuse,
+                !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.specular,
+                !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7],
+                TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+
+        if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
+    }
+
+    if (stride_this_run == 0 && This->conv_map)
+    {
+        /* Sanity test */
+        if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
+        HeapFree(GetProcessHeap(), 0, This->conv_map);
+        This->conv_map = NULL;
+        This->stride = 0;
+    }
+    This->Flags |= VBFLAG_HASDESC;
+
+    if (ret) TRACE("Conversion information changed\n");
+
+    return ret;
+}
+
+static void check_vbo_size(IWineD3DVertexBufferImpl *This)
+{
+    DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
+    if (This->vbo_size != size)
+    {
+        TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
+        ENTER_GL();
+        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+        checkGLcall("glBindBufferARB");
+        GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
+        This->vbo_size = size;
+        checkGLcall("glBufferDataARB");
+        LEAVE_GL();
+    }
+}
+
+static void CreateVBO(IWineD3DVertexBufferImpl *This)
+{
+    GLenum error, glUsage;
+    DWORD vboUsage = This->resource.usage;
+    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+    TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p  Usage(%s)\n",
+            This, debug_d3dusage(vboUsage));
+
+    /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
+    ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+    ENTER_GL();
+
+    /* Make sure that the gl error is cleared. Do not use checkGLcall
+    * here because checkGLcall just prints a fixme and continues. However,
+    * if an error during VBO creation occurs we can fall back to non-vbo operation
+    * with full functionality(but performance loss)
+    */
+    while(glGetError() != GL_NO_ERROR);
+
+    /* Basically the FVF parameter passed to CreateVertexBuffer is no good
+    * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
+    * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
+    * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
+    * to check if the rhw and color values are in the correct format.
+    */
+
+    GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
+    error = glGetError();
+    if (This->vbo == 0 || error != GL_NO_ERROR)
+    {
+        WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
+        goto error;
+    }
+
+    GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+    error = glGetError();
+    if (error != GL_NO_ERROR)
+    {
+        WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
+        goto error;
+    }
+
+    /* Don't use static, because dx apps tend to update the buffer
+    * quite often even if they specify 0 usage. Because we always keep the local copy
+    * we never read from the vbo and can create a write only opengl buffer.
+    */
+    switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
+    {
+        case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
+        case WINED3DUSAGE_DYNAMIC:
+            TRACE("Gl usage = GL_STREAM_DRAW\n");
+            glUsage = GL_STREAM_DRAW_ARB;
+            break;
+
+        case WINED3DUSAGE_WRITEONLY:
+        default:
+            TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
+            glUsage = GL_DYNAMIC_DRAW_ARB;
+            break;
+    }
+
+    /* Reserve memory for the buffer. The amount of data won't change
+    * so we are safe with calling glBufferData once with a NULL ptr and
+    * calling glBufferSubData on updates
+    */
+    GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
+    error = glGetError();
+    if (error != GL_NO_ERROR)
+    {
+        WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
+        goto error;
+    }
+    This->vbo_size = This->resource.size;
+    This->vbo_usage = glUsage;
+    This->dirtystart = 0;
+    This->dirtyend = This->resource.size;
+    This->Flags |= VBFLAG_DIRTY;
+
+    LEAVE_GL();
+
+    return;
+
+error:
+    /* Clean up all vbo init, but continue because we can work without a vbo :-) */
+    FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
+    if (This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+    This->vbo = 0;
+    LEAVE_GL();
+
+    return;
+}
+
+static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
+    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    BYTE *data;
+    UINT start = 0, end = 0, vertices;
+    BOOL declChanged = FALSE;
+    int i, j;
+    TRACE("(%p)->()\n", This);
+
+    if (!This->vbo)
+    {
+        /* TODO: Make converting independent from VBOs */
+        if (This->Flags & VBFLAG_CREATEVBO)
+        {
+            CreateVBO(This);
+            This->Flags &= ~VBFLAG_CREATEVBO;
+        }
+        else
+        {
+            return; /* Not doing any conversion */
+        }
+    }
+
+    /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
+    if (device->isInDraw && This->bindCount > 0)
+    {
+        declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
+    }
+    else if (This->Flags & VBFLAG_HASDESC)
+    {
+        /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
+         * the stream source state handler will call PreLoad again and the change will be caught
+         */
+    }
+    else
+    {
+        /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
+         * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
+         * declaration for the buffer can be found
+         */
+        return;
+    }
+
+    /* If applications change the declaration over and over, reconverting all the time is a huge
+     * performance hit. So count the declaration changes and release the VBO if there are too many
+     * of them (and thus stop converting)
+     */
+    if (declChanged)
+    {
+        ++This->declChanges;
+        This->draws = 0;
+
+        if (This->declChanges > VB_MAXDECLCHANGES)
+        {
+            FIXME("Too many declaration changes, stopping converting\n");
+            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+            ENTER_GL();
+            GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+            checkGLcall("glDeleteBuffersARB");
+            LEAVE_GL();
+            This->vbo = 0;
+            HeapFree(GetProcessHeap(), 0, This->conv_shift);
+
+            /* The stream source state handler might have read the memory of the vertex buffer already
+             * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
+             * to force a reload. This happens only once per changed vertexbuffer and should occur rather
+             * rarely
+             */
+            IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
+
+            return;
+        }
+        check_vbo_size(This);
+    }
+    else
+    {
+        /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
+         * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
+         * decl changes and reset the decl change count after a specific number of them
+         */
+        ++This->draws;
+        if (This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
+    }
+
+    if (declChanged)
+    {
+        /* The declaration changed, reload the whole buffer */
+        WARN("Reloading buffer because of decl change\n");
+        start = 0;
+        end = This->resource.size;
+    }
+    else if(This->Flags & VBFLAG_DIRTY)
+    {
+        /* No decl change, but dirty data, reload the changed stuff */
+        if (This->conv_shift)
+        {
+            if (This->dirtystart != 0 || This->dirtyend != 0)
+            {
+                FIXME("Implement partial buffer loading with shifted conversion\n");
+            }
+        }
+        start = This->dirtystart;
+        end = This->dirtyend;
+    }
+    else
+    {
+        /* Desc not changed, buffer not dirty, nothing to do :-) */
+        return;
+    }
+
+    /* Mark the buffer clean */
+    This->Flags &= ~VBFLAG_DIRTY;
+    This->dirtystart = 0;
+    This->dirtyend = 0;
+
+    if (!This->conv_map)
+    {
+        /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
+         * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
+         * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
+         */
+        TRACE("No conversion needed\n");
+
+        if (!device->isInDraw)
+        {
+            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+        }
+        ENTER_GL();
+        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+        checkGLcall("glBindBufferARB");
+        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
+        checkGLcall("glBufferSubDataARB");
+        LEAVE_GL();
+        return;
+    }
+
+    /* Now for each vertex in the buffer that needs conversion */
+    vertices = This->resource.size / This->stride;
+
+    if (This->conv_shift)
+    {
+        TRACE("Shifted conversion\n");
+        data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
+
+        for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
+        {
+            for (j = 0; j < This->stride; ++j)
+            {
+                switch(This->conv_map[j])
+                {
+                    case CONV_NONE:
+                        data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
+                        break;
+
+                    case CONV_FLOAT16_2:
+                    {
+                        float *out = (float *)(&data[This->conv_stride * i + j + This->conv_shift[j]]);
+                        const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
+
+                        out[1] = float_16_to_32(in + 1);
+                        out[0] = float_16_to_32(in + 0);
+                        j += 3;    /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
+                        break;
+                    }
+
+                    default:
+                        FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
+                }
+            }
+        }
+
+        ENTER_GL();
+        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+        checkGLcall("glBindBufferARB");
+        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
+        checkGLcall("glBufferSubDataARB");
+        LEAVE_GL();
+    }
+    else
+    {
+        data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
+        memcpy(data + start, This->resource.allocatedMemory + start, end - start);
+        for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
+        {
+            for (j = 0; j < This->stride; ++j)
+            {
+                switch(This->conv_map[j])
+                {
+                    case CONV_NONE:
+                        /* Done already */
+                        j += 3;
+                        break;
+                    case CONV_D3DCOLOR:
+                        fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
+                        j += 3;
+                        break;
+
+                    case CONV_POSITIONT:
+                        fixup_transformed_pos((float *) (data + i * This->stride + j));
+                        j += 15;
+                        break;
+
+                    case CONV_FLOAT16_2:
+                        ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
+                    default:
+                        FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
+                }
+            }
+        }
+
+        ENTER_GL();
+        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+        checkGLcall("glBindBufferARB");
+        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
+        checkGLcall("glBufferSubDataARB");
+        LEAVE_GL();
+    }
+
+    HeapFree(GetProcessHeap(), 0, data);
+}
+
+static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+    TRACE("(%p)\n", This);
+
+    /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
+     * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
+     * that vbos are supported
+     */
+    if (This->vbo)
+    {
+        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+        ENTER_GL();
+        GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+        checkGLcall("glDeleteBuffersARB");
+        LEAVE_GL();
+        This->vbo = 0;
+        This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
+    }
+}
+
+static WINED3DRESOURCETYPE STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface)
+{
+    return resource_get_type((IWineD3DResource *)iface);
+}
+
+/* IWineD3DVertexBuffer methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface,
+        UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+    BYTE *data;
+
+    TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
+
+    InterlockedIncrement(&This->lockcount);
+
+    if (This->Flags & VBFLAG_DIRTY)
+    {
+        if (This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
+        if (SizeToLock)
+        {
+            if (This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
+        }
+        else
+        {
+            This->dirtyend = This->resource.size;
+        }
+    }
+    else
+    {
+        This->dirtystart = OffsetToLock;
+        if (SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
+        else This->dirtyend = This->resource.size;
+    }
+
+    data = This->resource.allocatedMemory;
+    This->Flags |= VBFLAG_DIRTY;
+    *ppbData = data + OffsetToLock;
+
+    TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
+    /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+    LONG lockcount;
+
+    TRACE("(%p)\n", This);
+
+    lockcount = InterlockedDecrement(&This->lockcount);
+    if (lockcount > 0)
+    {
+        /* Delay loading the buffer until everything is unlocked */
+        TRACE("Ignoring the unlock\n");
+        return WINED3D_OK;
+    }
+
+    if (This->Flags & VBFLAG_HASDESC)
+    {
+        IWineD3DVertexBufferImpl_PreLoad(iface);
+    }
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface,
+        WINED3DVERTEXBUFFER_DESC *pDesc)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+
+    TRACE("(%p)\n", This);
+
+    pDesc->Format = This->resource.format;
+    pDesc->Type = This->resource.resourceType;
+    pDesc->Usage = This->resource.usage;
+    pDesc->Pool = This->resource.pool;
+    pDesc->Size = This->resource.size;
+    pDesc->FVF = This->fvf;
+
+    return WINED3D_OK;
+}
+
+const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
+{
+    /* IUnknown methods */
+    IWineD3DVertexBufferImpl_QueryInterface,
+    IWineD3DVertexBufferImpl_AddRef,
+    IWineD3DVertexBufferImpl_Release,
+    /* IWineD3DBase methods */
+    IWineD3DVertexBufferImpl_GetParent,
+    /* IWineD3DResource methods */
+    IWineD3DVertexBufferImpl_GetDevice,
+    IWineD3DVertexBufferImpl_SetPrivateData,
+    IWineD3DVertexBufferImpl_GetPrivateData,
+    IWineD3DVertexBufferImpl_FreePrivateData,
+    IWineD3DVertexBufferImpl_SetPriority,
+    IWineD3DVertexBufferImpl_GetPriority,
+    IWineD3DVertexBufferImpl_PreLoad,
+    IWineD3DVertexBufferImpl_UnLoad,
+    IWineD3DVertexBufferImpl_GetType,
+    /* IWineD3DVertexBuffer methods */
+    IWineD3DVertexBufferImpl_Lock,
+    IWineD3DVertexBufferImpl_Unlock,
+    IWineD3DVertexBufferImpl_GetDesc,
+};
+
+const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer *iface, DWORD iOffset, GLint *vbo)
+{
+    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+
+    *vbo = This->vbo;
+    if (!This->vbo)
+    {
+        if (This->Flags & VBFLAG_CREATEVBO)
+        {
+            CreateVBO(This);
+            This->Flags &= ~VBFLAG_CREATEVBO;
+            if (This->vbo)
+            {
+                *vbo = This->vbo;
+                return (const BYTE *)iOffset;
+            }
+        }
+        return This->resource.allocatedMemory + iOffset;
+    }
+    else
+    {
+        return (const BYTE *)iOffset;
+    }
+}
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
deleted file mode 100644
index 0408819..0000000
--- a/dlls/wined3d/vertexbuffer.c
+++ /dev/null
@@ -1,820 +0,0 @@
-/*
- * IWineD3DVertexBuffer Implementation
- *
- * Copyright 2002-2005 Jason Edmeades
- *                     Raphael Junqueira
- * Copyright 2004 Christian Costa
- * Copyright 2007 Stefan Dösinger for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "config.h"
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
-
-#define VB_MAXDECLCHANGES     100     /* After that number we stop converting */
-#define VB_RESETDECLCHANGE    1000    /* Reset the changecount after that number of draws */
-
-/* *******************************************
-   IWineD3DVertexBuffer IUnknown parts follow
-   ******************************************* */
-static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
-{
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-    TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
-    if (IsEqualGUID(riid, &IID_IUnknown)
-        || IsEqualGUID(riid, &IID_IWineD3DBase)
-        || IsEqualGUID(riid, &IID_IWineD3DResource)
-        || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
-        IUnknown_AddRef(iface);
-        *ppobj = This;
-        return S_OK;
-    }
-    *ppobj = NULL;
-    return E_NOINTERFACE;
-}
-
-static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-    ULONG ref = InterlockedIncrement(&This->resource.ref);
-    TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
-    return ref;
-}
-
-static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-    ULONG ref = InterlockedDecrement(&This->resource.ref);
-    TRACE("(%p) : Releasing from %d\n", This, ref + 1);
-    if (ref == 0) {
-
-        if(This->vbo) {
-            IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-
-            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-            ENTER_GL();
-            GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
-            checkGLcall("glDeleteBuffersARB");
-            LEAVE_GL();
-        }
-
-        resource_cleanup((IWineD3DResource *)iface);
-        HeapFree(GetProcessHeap(), 0, This);
-    }
-    return ref;
-}
-
-/* ****************************************************
-   IWineD3DVertexBuffer IWineD3DResource parts follow
-   **************************************************** */
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
-    return resource_get_device((IWineD3DResource *)iface, ppDevice);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
-    return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
-    return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
-    return resource_free_private_data((IWineD3DResource *)iface, refguid);
-}
-
-static DWORD    WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
-    return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
-}
-
-static DWORD    WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
-    return resource_get_priority((IWineD3DResource *)iface);
-}
-
-static inline void fixup_d3dcolor(DWORD *pos) {
-    DWORD srcColor = *pos;
-
-    /* Color conversion like in drawStridedSlow. watch out for little endianity
-     * If we want that stuff to work on big endian machines too we have to consider more things
-     *
-     * 0xff000000: Alpha mask
-     * 0x00ff0000: Blue mask
-     * 0x0000ff00: Green mask
-     * 0x000000ff: Red mask
-     */
-    *pos = 0;
-    *pos |= (srcColor & 0xff00ff00)      ;   /* Alpha Green */
-    *pos |= (srcColor & 0x00ff0000) >> 16;   /* Red */
-    *pos |= (srcColor & 0x000000ff) << 16;   /* Blue */
-}
-
-static inline void fixup_transformed_pos(float *p) {
-    float x, y, z, w;
-
-    /* rhw conversion like in drawStridedSlow */
-    if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
-        x = p[0];
-        y = p[1];
-        z = p[2];
-        w = 1.0;
-    } else {
-        w = 1.0 / p[3];
-        x = p[0] * w;
-        y = p[1] * w;
-        z = p[2] * w;
-    }
-    p[0] = x;
-    p[1] = y;
-    p[2] = z;
-    p[3] = w;
-}
-
-static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride)
-{
-    DWORD *ret, i, shift, j, type;
-    DWORD orig_type_size;
-
-    if(!stride) {
-        TRACE("No shift\n");
-        return NULL;
-    }
-
-    This->conv_stride = stride;
-    ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
-    for(i = 0; i < MAX_ATTRIBS; i++) {
-        if(strided->u.input[i].VBO != This->vbo) continue;
-
-        type = strided->u.input[i].dwType;
-        if(type == WINED3DDECLTYPE_FLOAT16_2) {
-            shift = 4;
-        } else if(type == WINED3DDECLTYPE_FLOAT16_4) {
-            shift = 8;
-            /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
-             * compatible
-             */
-            for(j = 4; j < 8; j++) {
-                ret[(DWORD_PTR) strided->u.input[i].lpData + j ] += 4;
-            }
-        } else {
-            shift = 0;
-        }
-        This->conv_stride += shift;
-
-        if(shift) {
-            orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
-            for(j = (DWORD_PTR) strided->u.input[i].lpData + orig_type_size; j < stride; j++) {
-                ret[j] += shift;
-            }
-        }
-    }
-
-    if(TRACE_ON(d3d)) {
-        TRACE("Dumping conversion shift:\n");
-        for(i = 0; i < stride; i++) {
-            TRACE("[%d]", ret[i]);
-        }
-        TRACE("\n");
-    }
-    return ret;
-}
-
-static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
-                                               const enum vbo_conversion_type conv_type,
-                                               const WineDirect3DStridedData *attrib,
-                                               DWORD *stride_this_run, const DWORD type) {
-    DWORD attrib_size;
-    BOOL ret = FALSE;
-    int i;
-    DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
-    DWORD_PTR data;
-
-    /* Check for some valid situations which cause us pain. One is if the buffer is used for
-     * constant attributes(stride = 0), the other one is if the buffer is used on two streams
-     * with different strides. In the 2nd case we might have to drop conversion entirely,
-     * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
-     */
-    if(attrib->dwStride == 0) {
-        FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
-                debug_d3ddecltype(type));
-    } else if(attrib->dwStride != *stride_this_run &&
-                *stride_this_run) {
-        FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
-    } else {
-        *stride_this_run = attrib->dwStride;
-        if(This->stride != *stride_this_run) {
-            /* We rely that this happens only on the first converted attribute that is found,
-             * if at all. See above check
-             */
-            TRACE("Reconverting because converted attributes occur, and the stride changed\n");
-            This->stride = *stride_this_run;
-            HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
-            This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
-            ret = TRUE;
-        }
-    }
-
-    data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
-    attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
-    for(i = 0; i < attrib_size; i++) {
-        if(This->conv_map[data + i] != conv_type) {
-            TRACE("Byte %ld in vertex changed\n", i + data);
-            TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
-            ret = TRUE;
-            This->conv_map[data + i] = conv_type;
-        }
-    }
-    return ret;
-}
-
-static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib,
-                                   const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
-                                   DWORD *stride_this_run, BOOL *float16_used) {
-    BOOL ret = FALSE;
-    DWORD type;
-
-    /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
-     * there, on nonexistent attribs the vbo is 0.
-     */
-    if(attrib->VBO != This->vbo) return FALSE;
-
-    type = attrib->dwType;
-    /* Look for newly appeared conversion */
-    if(!GL_SUPPORT(NV_HALF_FLOAT) && (
-       type == WINED3DDECLTYPE_FLOAT16_2 ||
-       type == WINED3DDECLTYPE_FLOAT16_4)) {
-
-        ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
-
-        if(is_ffp_position) {
-            FIXME("Test FLOAT16 fixed function processing positions\n");
-        } else if(is_ffp_color) {
-            FIXME("test FLOAT16 fixed function processing colors\n");
-        }
-        *float16_used = TRUE;
-    } else if(check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR) {
-
-        ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
-
-        if(!is_ffp_color) {
-            FIXME("Test for non-color fixed function D3DCOLOR type\n");
-        }
-    } else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) {
-        ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
-    } else if(This->conv_map) {
-        ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
-    }
-    return ret;
-}
-
-static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
-{
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-    BOOL ret = FALSE;
-    int i;
-    DWORD stride_this_run = 0;
-    BOOL float16_used = FALSE;
-
-    /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
-     * Once we have our declaration there is no need to look it up again.
-     */
-    if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
-        return FALSE;
-    }
-
-    TRACE("Finding vertex buffer conversion information\n");
-    /* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
-     * function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
-     *
-     * The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
-     * that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
-     * the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
-     *
-     * We have to distinguish between vertex shaders and fixed function to pick the way we access the
-     * strided vertex information.
-     *
-     * This code sets up a per-byte array with the size of the detected stride of the arrays in the
-     * buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
-     * the following declaration with fixed function vertex processing:
-     *
-     *      POSITIONT, FLOAT4
-     *      NORMAL, FLOAT3
-     *      DIFFUSE, FLOAT16_4
-     *      SPECULAR, D3DCOLOR
-     *
-     * Will result in
-     * {                 POSITIONT                    }{             NORMAL                }{    DIFFUSE          }{SPECULAR }
-     * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
-     *
-     * Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
-     * and C means D3DCOLOR conversion(red / blue swizzle).
-     *
-     * If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
-     * semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
-     * done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
-     * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
-     */
-    if (use_vs(device->stateBlock))
-    {
-        TRACE("vshader\n");
-        /* If the current vertex declaration is marked for no half float conversion don't bother to
-         * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
-         * if we used conversion before
-         */
-        if(!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed) {
-            if(This->conv_map) {
-                TRACE("Now using shaders without conversion, but conversion used before\n");
-                HeapFree(GetProcessHeap(), 0, This->conv_map);
-                HeapFree(GetProcessHeap(), 0, This->conv_shift);
-                This->conv_map = NULL;
-                This->stride = 0;
-                This->conv_shift = NULL;
-                This->conv_stride = 0;
-                return TRUE;
-            } else {
-                return FALSE;
-            }
-        }
-        for(i = 0; i < MAX_ATTRIBS; i++) {
-            ret = check_attribute(This, &device->strided_streams.u.input[i], FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        }
-
-        /* Recalculate the conversion shift map if the declaration has changed,
-         * and we're using float16 conversion or used it on the last run
-         */
-        if(ret && (float16_used || This->conv_map)) {
-            HeapFree(GetProcessHeap(), 0, This->conv_shift);
-            This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
-        }
-    } else {
-        /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
-         * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
-         * the attributes that our current fixed function pipeline implementation cares for.
-         */
-        BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
-        ret = check_attribute(This, &device->strided_streams.u.s.position,     TRUE, TRUE,  FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.normal,       TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.diffuse,      !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.specular,     !support_d3dcolor, FALSE, TRUE,  &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-        ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-
-        if(float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
-    }
-
-    if(stride_this_run == 0 && This->conv_map) {
-        /* Sanity test */
-        if(ret == FALSE) {
-            ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
-        }
-        HeapFree(GetProcessHeap(), 0, This->conv_map);
-        This->conv_map = NULL;
-        This->stride = 0;
-    }
-    This->Flags |= VBFLAG_HASDESC;
-
-    if(ret) TRACE("Conversion information changed\n");
-    return ret;
-}
-
-static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
-    DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
-    if(This->vbo_size != size) {
-        TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
-        ENTER_GL();
-        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
-        checkGLcall("glBindBufferARB");
-        GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
-        This->vbo_size = size;
-        checkGLcall("glBufferDataARB");
-        LEAVE_GL();
-    }
-}
-
-static void CreateVBO(IWineD3DVertexBufferImpl *This) {
-    GLenum error, glUsage;
-    DWORD vboUsage = This->resource.usage;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-
-    TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p  Usage(%s)\n", This, debug_d3dusage(vboUsage));
-
-    /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
-    ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-    ENTER_GL();
-
-    /* Make sure that the gl error is cleared. Do not use checkGLcall
-    * here because checkGLcall just prints a fixme and continues. However,
-    * if an error during VBO creation occurs we can fall back to non-vbo operation
-    * with full functionality(but performance loss)
-    */
-    while(glGetError() != GL_NO_ERROR);
-
-    /* Basically the FVF parameter passed to CreateVertexBuffer is no good
-    * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
-    * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
-    * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
-    * to check if the rhw and color values are in the correct format.
-    */
-
-    GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
-    error = glGetError();
-    if(This->vbo == 0 || error != GL_NO_ERROR) {
-        WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
-        goto error;
-    }
-
-    GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
-    error = glGetError();
-    if(error != GL_NO_ERROR) {
-        WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
-        goto error;
-    }
-
-    /* Don't use static, because dx apps tend to update the buffer
-    * quite often even if they specify 0 usage. Because we always keep the local copy
-    * we never read from the vbo and can create a write only opengl buffer.
-    */
-    switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
-        case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
-        case WINED3DUSAGE_DYNAMIC:
-            TRACE("Gl usage = GL_STREAM_DRAW\n");
-            glUsage = GL_STREAM_DRAW_ARB;
-            break;
-        case WINED3DUSAGE_WRITEONLY:
-        default:
-            TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
-            glUsage = GL_DYNAMIC_DRAW_ARB;
-            break;
-    }
-
-    /* Reserve memory for the buffer. The amount of data won't change
-    * so we are safe with calling glBufferData once with a NULL ptr and
-    * calling glBufferSubData on updates
-    */
-    GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
-    error = glGetError();
-    if(error != GL_NO_ERROR) {
-        WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
-        goto error;
-    }
-    This->vbo_size = This->resource.size;
-    This->vbo_usage = glUsage;
-    This->dirtystart = 0;
-    This->dirtyend = This->resource.size;
-    This->Flags |= VBFLAG_DIRTY;
-
-    LEAVE_GL();
-
-    return;
-    error:
-            /* Clean up all vbo init, but continue because we can work without a vbo :-) */
-            FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
-    if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
-    This->vbo = 0;
-    LEAVE_GL();
-    return;
-}
-
-static void     WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-    BYTE *data;
-    UINT start = 0, end = 0, vertices;
-    BOOL declChanged = FALSE;
-    int i, j;
-    TRACE("(%p)->()\n", This);
-
-    if(!This->vbo) {
-        /* TODO: Make converting independent from VBOs */
-        if(This->Flags & VBFLAG_CREATEVBO) {
-            CreateVBO(This);
-            This->Flags &= ~VBFLAG_CREATEVBO;
-        } else {
-            return; /* Not doing any conversion */
-        }
-    }
-
-    /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
-    if(device->isInDraw && This->bindCount > 0) {
-        declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
-    } else if(This->Flags & VBFLAG_HASDESC) {
-        /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
-         * the stream source state handler will call PreLoad again and the change will be caught
-         */
-    } else {
-        /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
-         * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
-         * declaration for the buffer can be found
-         */
-        return;
-    }
-
-    /* If applications change the declaration over and over, reconverting all the time is a huge
-     * performance hit. So count the declaration changes and release the VBO if there are too many
-     * of them (and thus stop converting)
-     */
-    if(declChanged) {
-        This->declChanges++;
-        This->draws = 0;
-
-        if(This->declChanges > VB_MAXDECLCHANGES) {
-            FIXME("Too many declaration changes, stopping converting\n");
-            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-            ENTER_GL();
-            GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
-            checkGLcall("glDeleteBuffersARB");
-            LEAVE_GL();
-            This->vbo = 0;
-            HeapFree(GetProcessHeap(), 0, This->conv_shift);
-
-            /* The stream source state handler might have read the memory of the vertex buffer already
-             * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
-             * to force a reload. This happens only once per changed vertexbuffer and should occur rather
-             * rarely
-             */
-            IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
-
-            return;
-        }
-        check_vbo_size(This);
-    } else {
-        /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
-         * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
-         * decl changes and reset the decl change count after a specific number of them
-         */
-        This->draws++;
-        if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
-    }
-
-    if(declChanged) {
-        /* The declaration changed, reload the whole buffer */
-        WARN("Reloading buffer because of decl change\n");
-        start = 0;
-        end = This->resource.size;
-    } else if(This->Flags & VBFLAG_DIRTY) {
-        /* No decl change, but dirty data, reload the changed stuff */
-        if(This->conv_shift) {
-            if(This->dirtystart != 0 || This->dirtyend != 0) {
-                FIXME("Implement partial buffer loading with shifted conversion\n");
-            }
-        }
-        start = This->dirtystart;
-        end = This->dirtyend;
-    } else {
-        /* Desc not changed, buffer not dirty, nothing to do :-) */
-        return;
-    }
-
-    /* Mark the buffer clean */
-    This->Flags &= ~VBFLAG_DIRTY;
-    This->dirtystart = 0;
-    This->dirtyend = 0;
-
-    if(!This->conv_map) {
-        /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
-         * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
-         * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
-         */
-        TRACE("No conversion needed\n");
-
-        if(!device->isInDraw) {
-            ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-        }
-        ENTER_GL();
-        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
-        checkGLcall("glBindBufferARB");
-        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
-        checkGLcall("glBufferSubDataARB");
-        LEAVE_GL();
-        return;
-    }
-
-    /* Now for each vertex in the buffer that needs conversion */
-    vertices = This->resource.size / This->stride;
-
-    if(This->conv_shift) {
-        TRACE("Shifted conversion\n");
-        data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
-
-        for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
-            for(j = 0; j < This->stride; j++) {
-                switch(This->conv_map[j]) {
-                    case CONV_NONE:
-                        data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
-                        break;
-
-                    case CONV_FLOAT16_2:
-                    {
-                        float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
-                        const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
-
-                        out[1] = float_16_to_32(in + 1);
-                        out[0] = float_16_to_32(in + 0);
-                        j += 3;    /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
-                        break;
-                    }
-
-                    default:
-                        FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
-                }
-            }
-        }
-
-        ENTER_GL();
-        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
-        checkGLcall("glBindBufferARB");
-        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
-        checkGLcall("glBufferSubDataARB");
-        LEAVE_GL();
-
-    } else {
-        data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
-        memcpy(data + start, This->resource.allocatedMemory + start, end - start);
-        for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
-            for(j = 0; j < This->stride; j++) {
-                switch(This->conv_map[j]) {
-                    case CONV_NONE:
-                        /* Done already */
-                        j += 3;
-                        break;
-                    case CONV_D3DCOLOR:
-                        fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
-                        j += 3;
-                        break;
-
-                    case CONV_POSITIONT:
-                        fixup_transformed_pos((float *) (data + i * This->stride + j));
-                        j += 15;
-                        break;
-
-                    case CONV_FLOAT16_2:
-                        ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
-                    default:
-                        FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
-                }
-            }
-        }
-
-        ENTER_GL();
-        GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
-        checkGLcall("glBindBufferARB");
-        GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
-        checkGLcall("glBufferSubDataARB");
-        LEAVE_GL();
-    }
-
-    HeapFree(GetProcessHeap(), 0, data);
-}
-
-static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-    TRACE("(%p)\n", This);
-
-    /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
-     * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
-     * that vbos are supported
-     */
-    if(This->vbo) {
-        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-        ENTER_GL();
-        GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
-        checkGLcall("glDeleteBuffersARB");
-        LEAVE_GL();
-        This->vbo = 0;
-        This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
-    }
-}
-
-static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
-    return resource_get_type((IWineD3DResource *)iface);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
-    return resource_get_parent((IWineD3DResource *)iface, pParent);
-}
-
-/* ******************************************************
-   IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
-   ****************************************************** */
-static HRESULT  WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-    BYTE *data;
-    TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
-
-    InterlockedIncrement(&This->lockcount);
-
-    if(This->Flags & VBFLAG_DIRTY) {
-        if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
-        if(SizeToLock) {
-            if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
-        } else {
-            This->dirtyend = This->resource.size;
-        }
-    } else {
-        This->dirtystart = OffsetToLock;
-        if(SizeToLock)
-            This->dirtyend = OffsetToLock + SizeToLock;
-        else
-            This->dirtyend = This->resource.size;
-    }
-
-    data = This->resource.allocatedMemory;
-    This->Flags |= VBFLAG_DIRTY;
-    *ppbData = data + OffsetToLock;
-
-    TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
-    /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
-    return WINED3D_OK;
-}
-static HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
-    LONG lockcount;
-    TRACE("(%p)\n", This);
-
-    lockcount = InterlockedDecrement(&This->lockcount);
-    if(lockcount > 0) {
-        /* Delay loading the buffer until everything is unlocked */
-        TRACE("Ignoring the unlock\n");
-        return WINED3D_OK;
-    }
-
-    if(This->Flags & VBFLAG_HASDESC) {
-        IWineD3DVertexBufferImpl_PreLoad(iface);
-    }
-    return WINED3D_OK;
-}
-static HRESULT  WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-
-    TRACE("(%p)\n", This);
-    pDesc->Format = This->resource.format;
-    pDesc->Type   = This->resource.resourceType;
-    pDesc->Usage  = This->resource.usage;
-    pDesc->Pool   = This->resource.pool;
-    pDesc->Size   = This->resource.size;
-    pDesc->FVF    = This->fvf;
-    return WINED3D_OK;
-}
-
-const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
-{
-    /* IUnknown */
-    IWineD3DVertexBufferImpl_QueryInterface,
-    IWineD3DVertexBufferImpl_AddRef,
-    IWineD3DVertexBufferImpl_Release,
-    /* IWineD3DResource */
-    IWineD3DVertexBufferImpl_GetParent,
-    IWineD3DVertexBufferImpl_GetDevice,
-    IWineD3DVertexBufferImpl_SetPrivateData,
-    IWineD3DVertexBufferImpl_GetPrivateData,
-    IWineD3DVertexBufferImpl_FreePrivateData,
-    IWineD3DVertexBufferImpl_SetPriority,
-    IWineD3DVertexBufferImpl_GetPriority,
-    IWineD3DVertexBufferImpl_PreLoad,
-    IWineD3DVertexBufferImpl_UnLoad,
-    IWineD3DVertexBufferImpl_GetType,
-    /* IWineD3DVertexBuffer */
-    IWineD3DVertexBufferImpl_Lock,
-    IWineD3DVertexBufferImpl_Unlock,
-    IWineD3DVertexBufferImpl_GetDesc
-};
-
-const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo)
-{
-    IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-
-    *vbo = This->vbo;
-    if(This->vbo == 0) {
-        if(This->Flags & VBFLAG_CREATEVBO) {
-            CreateVBO(This);
-            This->Flags &= ~VBFLAG_CREATEVBO;
-            if(This->vbo) {
-                *vbo = This->vbo;
-                return (const BYTE *)iOffset;
-            }
-        }
-        return This->resource.allocatedMemory + iOffset;
-    } else {
-        return (const BYTE *)iOffset;
-    }
-}
-- 
1.6.0.6



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