Moved D3DConstantTable, IndexDataManager, VertexDataManager and vertexconversion files.

TRAC #22198

Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1547 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/VertexDataManager.cpp b/src/libGLESv2/renderer/VertexDataManager.cpp
new file mode 100644
index 0000000..da43a67
--- /dev/null
+++ b/src/libGLESv2/renderer/VertexDataManager.cpp
@@ -0,0 +1,792 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#include "libGLESv2/renderer/VertexDataManager.h"
+
+#include "common/debug.h"
+
+#include "libGLESv2/renderer/Renderer9.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/main.h"
+
+#include "libGLESv2/renderer/vertexconversion.h"
+#include "libGLESv2/renderer/IndexDataManager.h"
+
+#include <limits>
+
+namespace
+{
+    enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 };
+    // This has to be at least 4k or else it fails on ATI cards.
+    enum { CONSTANT_VERTEX_BUFFER_SIZE = 4096 };
+}
+
+namespace gl
+{
+unsigned int VertexBuffer::mCurrentSerial = 1;
+
+int elementsInBuffer(const VertexAttribute &attribute, int size)
+{
+    int stride = attribute.stride();
+    return (size - attribute.mOffset % stride + (stride - attribute.typeSize())) / stride;
+}
+
+VertexDataManager::VertexDataManager(rx::Renderer9 *renderer) : mRenderer(renderer)
+{
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        mCurrentValue[i][0] = std::numeric_limits<float>::quiet_NaN();
+        mCurrentValue[i][1] = std::numeric_limits<float>::quiet_NaN();
+        mCurrentValue[i][2] = std::numeric_limits<float>::quiet_NaN();
+        mCurrentValue[i][3] = std::numeric_limits<float>::quiet_NaN();
+        mCurrentValueBuffer[i] = NULL;
+        mCurrentValueOffsets[i] = 0;
+    }
+
+    // D3D9_REPLACE
+    checkVertexCaps(renderer->getCapsDeclTypes());
+
+    mStreamingBuffer = new StreamingVertexBuffer(renderer, INITIAL_STREAM_BUFFER_SIZE);
+
+    if (!mStreamingBuffer)
+    {
+        ERR("Failed to allocate the streaming vertex buffer.");
+    }
+}
+
+VertexDataManager::~VertexDataManager()
+{
+    delete mStreamingBuffer;
+
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        delete mCurrentValueBuffer[i];
+    }
+}
+
+std::size_t VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute, GLsizei instances)
+{
+    Buffer *buffer = attribute.mBoundBuffer.get();
+
+    int inputStride = attribute.stride();
+    int elementSize = attribute.typeSize();
+    const FormatConverter &converter = formatConverter(attribute);
+    std::size_t streamOffset = 0;
+
+    void *output = NULL;
+
+    if (vertexBuffer)
+    {
+        output = vertexBuffer->map(attribute, spaceRequired(attribute, count, instances), &streamOffset);
+    }
+
+    if (output == NULL)
+    {
+        ERR("Failed to map vertex buffer.");
+        return -1;
+    }
+
+    const char *input = NULL;
+
+    if (buffer)
+    {
+        int offset = attribute.mOffset;
+
+        input = static_cast<const char*>(buffer->data()) + offset;
+    }
+    else
+    {
+        input = static_cast<const char*>(attribute.mPointer);
+    }
+
+    if (instances == 0 || attribute.mDivisor == 0)
+    {
+        input += inputStride * start;
+    }
+
+    if (converter.identity && inputStride == elementSize)
+    {
+        memcpy(output, input, count * inputStride);
+    }
+    else
+    {
+        converter.convertArray(input, inputStride, count, output);
+    }
+
+    vertexBuffer->unmap();
+
+    return streamOffset;
+}
+
+GLenum VertexDataManager::prepareVertexData(const VertexAttribute attribs[], ProgramBinary *programBinary, GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances)
+{
+    if (!mStreamingBuffer)
+    {
+        return GL_OUT_OF_MEMORY;
+    }
+
+    for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+    {
+        translated[attributeIndex].active = (programBinary->getSemanticIndex(attributeIndex) != -1);
+    }
+
+    // Determine the required storage size per used buffer, and invalidate static buffers that don't contain matching attributes
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        if (translated[i].active && attribs[i].mArrayEnabled)
+        {
+            Buffer *buffer = attribs[i].mBoundBuffer.get();
+            StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
+
+            if (staticBuffer)
+            {
+                if (staticBuffer->size() == 0)
+                {
+                    int totalCount = elementsInBuffer(attribs[i], buffer->size());
+                    staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount, 0));
+                }
+                else if (staticBuffer->lookupAttribute(attribs[i]) == -1)
+                {
+                    // This static buffer doesn't have matching attributes, so fall back to using the streaming buffer
+                    // Add the space of all previous attributes belonging to the invalidated static buffer to the streaming buffer
+                    for (int previous = 0; previous < i; previous++)
+                    {
+                        if (translated[previous].active && attribs[previous].mArrayEnabled)
+                        {
+                            Buffer *previousBuffer = attribs[previous].mBoundBuffer.get();
+                            StaticVertexBuffer *previousStaticBuffer = previousBuffer ? previousBuffer->getStaticVertexBuffer() : NULL;
+
+                            if (staticBuffer == previousStaticBuffer)
+                            {
+                                mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[previous], count, instances));
+                            }
+                        }
+                    }
+
+                    mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances));
+
+                    buffer->invalidateStaticData();
+                }
+            }
+            else
+            {
+                mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances));
+            }
+        }
+    }
+
+    // Reserve the required space per used buffer
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        if (translated[i].active && attribs[i].mArrayEnabled)
+        {
+            Buffer *buffer = attribs[i].mBoundBuffer.get();
+            ArrayVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
+            ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer;
+
+            if (vertexBuffer)
+            {
+                vertexBuffer->reserveRequiredSpace();
+            }
+        }
+    }
+
+    // Perform the vertex data translations
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        if (translated[i].active)
+        {
+            if (attribs[i].mArrayEnabled)
+            {
+                Buffer *buffer = attribs[i].mBoundBuffer.get();
+
+                if (!buffer && attribs[i].mPointer == NULL)
+                {
+                    // This is an application error that would normally result in a crash, but we catch it and return an error
+                    ERR("An enabled vertex array has no buffer and no pointer.");
+                    return GL_INVALID_OPERATION;
+                }
+
+                const FormatConverter &converter = formatConverter(attribs[i]);
+
+                StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL;
+                ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer);
+
+                std::size_t streamOffset = -1;
+
+                if (staticBuffer)
+                {
+                    streamOffset = staticBuffer->lookupAttribute(attribs[i]);
+
+                    if (streamOffset == -1)
+                    {
+                        // Convert the entire buffer
+                        int totalCount = elementsInBuffer(attribs[i], buffer->size());
+                        int startIndex = attribs[i].mOffset / attribs[i].stride();
+
+                        streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i], 0);
+                    }
+
+                    if (streamOffset != -1)
+                    {
+                        streamOffset += (attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize;
+
+                        if (instances == 0 || attribs[i].mDivisor == 0)
+                        {
+                            streamOffset += start * converter.outputElementSize;
+                        }
+                    }
+                }
+                else
+                {
+                    streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i], instances);
+                }
+
+                if (streamOffset == -1)
+                {
+                    return GL_OUT_OF_MEMORY;
+                }
+
+                translated[i].vertexBuffer = vertexBuffer->getBuffer();
+                translated[i].serial = vertexBuffer->getSerial();
+                translated[i].divisor = attribs[i].mDivisor;
+
+                translated[i].type = converter.d3dDeclType;
+                translated[i].stride = converter.outputElementSize;
+                translated[i].offset = streamOffset;
+            }
+            else
+            {
+                if (!mCurrentValueBuffer[i])
+                {
+                    mCurrentValueBuffer[i] = new StreamingVertexBuffer(mRenderer, CONSTANT_VERTEX_BUFFER_SIZE);
+                }
+
+                StreamingVertexBuffer *buffer = mCurrentValueBuffer[i];
+
+                if (mCurrentValue[i][0] != attribs[i].mCurrentValue[0] ||
+                    mCurrentValue[i][1] != attribs[i].mCurrentValue[1] ||
+                    mCurrentValue[i][2] != attribs[i].mCurrentValue[2] ||
+                    mCurrentValue[i][3] != attribs[i].mCurrentValue[3])
+                {
+                    const int requiredSpace = 4 * sizeof(float);
+                    buffer->addRequiredSpace(requiredSpace);
+                    buffer->reserveRequiredSpace();
+                    float *data = static_cast<float*>(buffer->map(VertexAttribute(), requiredSpace, &mCurrentValueOffsets[i]));
+                    if (data)
+                    {
+                        data[0] = attribs[i].mCurrentValue[0];
+                        data[1] = attribs[i].mCurrentValue[1];
+                        data[2] = attribs[i].mCurrentValue[2];
+                        data[3] = attribs[i].mCurrentValue[3];
+                        buffer->unmap();
+
+                        mCurrentValue[i][0] = attribs[i].mCurrentValue[0];
+                        mCurrentValue[i][1] = attribs[i].mCurrentValue[1];
+                        mCurrentValue[i][2] = attribs[i].mCurrentValue[2];
+                        mCurrentValue[i][3] = attribs[i].mCurrentValue[3];
+                    }
+                }
+
+                translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer();
+                translated[i].serial = mCurrentValueBuffer[i]->getSerial();
+                translated[i].divisor = 0;
+
+                translated[i].type = D3DDECLTYPE_FLOAT4;
+                translated[i].stride = 0;
+                translated[i].offset = mCurrentValueOffsets[i];
+            }
+        }
+    }
+
+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+    {
+        if (translated[i].active && attribs[i].mArrayEnabled)
+        {
+            Buffer *buffer = attribs[i].mBoundBuffer.get();
+
+            if (buffer)
+            {
+                buffer->promoteStaticUsage(count * attribs[i].typeSize());
+            }
+        }
+    }
+
+    return GL_NO_ERROR;
+}
+
+std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count, GLsizei instances) const
+{
+    size_t elementSize = formatConverter(attrib).outputElementSize;
+
+    if (instances == 0 || attrib.mDivisor == 0)
+    {
+        return elementSize * count;
+    }
+    else
+    {
+        return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor);
+    }
+}
+
+// Mapping from OpenGL-ES vertex attrib type to D3D decl type:
+//
+// BYTE                 SHORT (Cast)
+// BYTE-norm            FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
+// UNSIGNED_BYTE        UBYTE4 (Identity) or SHORT (Cast)
+// UNSIGNED_BYTE-norm   UBYTE4N (Identity) or FLOAT (Normalize)
+// SHORT                SHORT (Identity)
+// SHORT-norm           SHORT-norm (Identity) or FLOAT (Normalize)
+// UNSIGNED_SHORT       FLOAT (Cast)
+// UNSIGNED_SHORT-norm  USHORT-norm (Identity) or FLOAT (Normalize)
+// FIXED (not in WebGL) FLOAT (FixedToFloat)
+// FLOAT                FLOAT (Identity)
+
+// GLToCType maps from GL type (as GLenum) to the C typedef.
+template <GLenum GLType> struct GLToCType { };
+
+template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
+template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
+template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
+template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
+template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
+template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
+
+// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
+enum D3DVertexType
+{
+    D3DVT_FLOAT,
+    D3DVT_SHORT,
+    D3DVT_SHORT_NORM,
+    D3DVT_UBYTE,
+    D3DVT_UBYTE_NORM,
+    D3DVT_USHORT_NORM
+};
+
+// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
+template <unsigned int D3DType> struct D3DToCType { };
+
+template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
+template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
+template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
+template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
+
+// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
+template <unsigned int type, int size>
+struct WidenRule
+{
+};
+
+template <int size> struct WidenRule<D3DVT_FLOAT, size>          : gl::NoWiden<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT, size>          : gl::WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT_NORM, size>     : gl::WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE, size>          : gl::WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size>     : gl::WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_USHORT_NORM, size>    : gl::WidenToEven<size> { };
+
+// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
+template <unsigned int d3dtype, int size>
+struct VertexTypeFlags
+{
+};
+
+template <unsigned int _capflag, unsigned int _declflag>
+struct VertexTypeFlagsHelper
+{
+    enum { capflag = _capflag };
+    enum { declflag = _declflag };
+};
+
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
+
+
+// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
+template <GLenum GLtype, bool normalized>
+struct VertexTypeMapping
+{
+};
+
+template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
+struct VertexTypeMappingBase
+{
+    enum { preferred = Preferred };
+    enum { fallback = Fallback };
+};
+
+template <> struct VertexTypeMapping<GL_BYTE, false>                        : VertexTypeMappingBase<D3DVT_SHORT> { };                       // Cast
+template <> struct VertexTypeMapping<GL_BYTE, true>                         : VertexTypeMappingBase<D3DVT_FLOAT> { };                       // Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false>               : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { };          // Identity, Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true>                : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { };     // Identity, Normalize
+template <> struct VertexTypeMapping<GL_SHORT, false>                       : VertexTypeMappingBase<D3DVT_SHORT> { };                       // Identity
+template <> struct VertexTypeMapping<GL_SHORT, true>                        : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { };     // Cast, Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false>              : VertexTypeMappingBase<D3DVT_FLOAT> { };                       // Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true>               : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { };    // Cast, Normalize
+template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized>   : VertexTypeMappingBase<D3DVT_FLOAT> { };                       // FixedToFloat
+template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized>   : VertexTypeMappingBase<D3DVT_FLOAT> { };                       // Identity
+
+
+// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
+// The conversion rules themselves are defined in vertexconversion.h.
+
+// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
+template <GLenum fromType, bool normalized, unsigned int toType>
+struct ConversionRule : gl::Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type>
+{
+};
+
+// All conversions from normalized types to float use the Normalize operator.
+template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : gl::Normalize<typename GLToCType<fromType>::type> { };
+
+// Use a full specialisation for this so that it preferentially matches ahead of the generic normalize-to-float rules.
+template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : gl::FixedToFloat<GLint, 16> { };
+template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLint, 16> { };
+
+// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
+// whether it is normalized or not.
+template <class T, bool normalized>
+struct DefaultVertexValuesStage2
+{
+};
+
+template <class T> struct DefaultVertexValuesStage2<T, true>  : gl::NormalizedDefaultValues<T> { };
+template <class T> struct DefaultVertexValuesStage2<T, false> : gl::SimpleDefaultValues<T> { };
+
+// Work out the default value rule for a D3D type (expressed as the C type) and
+template <class T, bool normalized>
+struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized>
+{
+};
+
+template <bool normalized> struct DefaultVertexValues<float, normalized> : gl::SimpleDefaultValues<float> { };
+
+// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
+// The fallback conversion produces an output that all D3D9 devices must support.
+template <class T> struct UsePreferred { enum { type = T::preferred }; };
+template <class T> struct UseFallback { enum { type = T::fallback }; };
+
+// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
+// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
+// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
+template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
+struct Converter
+    : gl::VertexDataConverter<typename GLToCType<fromType>::type,
+                              WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
+                              ConversionRule<fromType,
+                                             normalized,
+                                             PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
+                              DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
+{
+private:
+    enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
+    enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
+
+public:
+    enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
+    enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
+};
+
+// Initialise a TranslationInfo
+#define TRANSLATION(type, norm, size, preferred)                                    \
+    {                                                                               \
+        Converter<type, norm, size, preferred>::identity,                           \
+        Converter<type, norm, size, preferred>::finalSize,                          \
+        Converter<type, norm, size, preferred>::convertArray,                       \
+        static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag)  \
+    }
+
+#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size)    \
+    {                                                       \
+        Converter<type, norm, size, UsePreferred>::capflag, \
+        TRANSLATION(type, norm, size, UsePreferred),        \
+        TRANSLATION(type, norm, size, UseFallback)          \
+    }
+
+#define TRANSLATIONS_FOR_TYPE(type)                                                                                                                                                                         \
+    {                                                                                                                                                                                                       \
+        { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+        { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) },     \
+    }
+
+#define TRANSLATIONS_FOR_TYPE_NO_NORM(type)                                                                                                                                                                 \
+    {                                                                                                                                                                                                       \
+        { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+        { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+    }
+
+const VertexDataManager::TranslationDescription VertexDataManager::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
+{
+    TRANSLATIONS_FOR_TYPE(GL_BYTE),
+    TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
+    TRANSLATIONS_FOR_TYPE(GL_SHORT),
+    TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
+    TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED),
+    TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT)
+};
+
+void VertexDataManager::checkVertexCaps(DWORD declTypes)
+{
+    for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
+    {
+        for (unsigned int j = 0; j < 2; j++)
+        {
+            for (unsigned int k = 0; k < 4; k++)
+            {
+                if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0)
+                {
+                    mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion;
+                }
+                else
+                {
+                    mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion;
+                }
+            }
+        }
+    }
+}
+
+// This is used to index mAttributeTypes and mPossibleTranslations.
+unsigned int VertexDataManager::typeIndex(GLenum type) const
+{
+    switch (type)
+    {
+      case GL_BYTE: return 0;
+      case GL_UNSIGNED_BYTE: return 1;
+      case GL_SHORT: return 2;
+      case GL_UNSIGNED_SHORT: return 3;
+      case GL_FIXED: return 4;
+      case GL_FLOAT: return 5;
+
+      default: UNREACHABLE(); return 5;
+    }
+}
+
+VertexBuffer::VertexBuffer(rx::Renderer9 *renderer, std::size_t size, DWORD usageFlags) : mRenderer(renderer), mVertexBuffer(NULL)
+{
+    if (size > 0)
+    {
+        // D3D9_REPLACE
+        HRESULT result = mRenderer->createVertexBuffer(size, usageFlags,&mVertexBuffer);
+        mSerial = issueSerial();
+
+        if (FAILED(result))
+        {
+            ERR("Out of memory allocating a vertex buffer of size %lu.", size);
+        }
+    }
+}
+
+VertexBuffer::~VertexBuffer()
+{
+    if (mVertexBuffer)
+    {
+        mVertexBuffer->Release();
+    }
+}
+
+void VertexBuffer::unmap()
+{
+    if (mVertexBuffer)
+    {
+        mVertexBuffer->Unlock();
+    }
+}
+
+IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const
+{
+    return mVertexBuffer;
+}
+
+unsigned int VertexBuffer::getSerial() const
+{
+    return mSerial;
+}
+
+unsigned int VertexBuffer::issueSerial()
+{
+    return mCurrentSerial++;
+}
+
+ArrayVertexBuffer::ArrayVertexBuffer(rx::Renderer9 *renderer, std::size_t size, DWORD usageFlags) : VertexBuffer(renderer, size, usageFlags)
+{
+    mBufferSize = size;
+    mWritePosition = 0;
+    mRequiredSpace = 0;
+}
+
+ArrayVertexBuffer::~ArrayVertexBuffer()
+{
+}
+
+void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace)
+{
+    mRequiredSpace += requiredSpace;
+}
+
+StreamingVertexBuffer::StreamingVertexBuffer(rx::Renderer9 *renderer, std::size_t initialSize) : ArrayVertexBuffer(renderer, initialSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY)
+{
+}
+
+StreamingVertexBuffer::~StreamingVertexBuffer()
+{
+}
+
+void *StreamingVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *offset)
+{
+    void *mapPtr = NULL;
+
+    if (mVertexBuffer)
+    {
+        HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, D3DLOCK_NOOVERWRITE);
+
+        if (FAILED(result))
+        {
+            ERR("Lock failed with error 0x%08x", result);
+            return NULL;
+        }
+
+        *offset = mWritePosition;
+        mWritePosition += requiredSpace;
+    }
+
+    return mapPtr;
+}
+
+void StreamingVertexBuffer::reserveRequiredSpace()
+{
+    if (mRequiredSpace > mBufferSize)
+    {
+        if (mVertexBuffer)
+        {
+            mVertexBuffer->Release();
+            mVertexBuffer = NULL;
+        }
+
+        mBufferSize = std::max(mRequiredSpace, 3 * mBufferSize / 2);   // 1.5 x mBufferSize is arbitrary and should be checked to see we don't have too many reallocations.
+
+        // D3D9_REPLACE
+        HRESULT result = mRenderer->createVertexBuffer(mBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, &mVertexBuffer);
+        mSerial = issueSerial();
+
+        if (FAILED(result))
+        {
+            ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize);
+        }
+
+        mWritePosition = 0;
+    }
+    else if (mWritePosition + mRequiredSpace > mBufferSize)   // Recycle
+    {
+        if (mVertexBuffer)
+        {
+            void *dummy;
+            mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+            mVertexBuffer->Unlock();
+        }
+
+        mWritePosition = 0;
+    }
+
+    mRequiredSpace = 0;
+}
+
+StaticVertexBuffer::StaticVertexBuffer(rx::Renderer9 *renderer) : ArrayVertexBuffer(renderer, 0, D3DUSAGE_WRITEONLY)
+{
+}
+
+StaticVertexBuffer::~StaticVertexBuffer()
+{
+}
+
+void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *streamOffset)
+{
+    void *mapPtr = NULL;
+
+    if (mVertexBuffer)
+    {
+        HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0);
+
+        if (FAILED(result))
+        {
+            ERR("Lock failed with error 0x%08x", result);
+            return NULL;
+        }
+
+        int attributeOffset = attribute.mOffset % attribute.stride();
+        VertexElement element = {attribute.mType, attribute.mSize, attribute.stride(), attribute.mNormalized, attributeOffset, mWritePosition};
+        mCache.push_back(element);
+
+        *streamOffset = mWritePosition;
+        mWritePosition += requiredSpace;
+    }
+
+    return mapPtr;
+}
+
+void StaticVertexBuffer::reserveRequiredSpace()
+{
+    if (!mVertexBuffer && mBufferSize == 0)
+    {
+        // D3D9_REPLACE
+        HRESULT result = mRenderer->createVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, &mVertexBuffer);
+        mSerial = issueSerial();
+
+        if (FAILED(result))
+        {
+            ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace);
+        }
+
+        mBufferSize = mRequiredSpace;
+    }
+    else if (mVertexBuffer && mBufferSize >= mRequiredSpace)
+    {
+        // Already allocated
+    }
+    else UNREACHABLE();   // Static vertex buffers can't be resized
+
+    mRequiredSpace = 0;
+}
+
+std::size_t StaticVertexBuffer::lookupAttribute(const VertexAttribute &attribute)
+{
+    for (unsigned int element = 0; element < mCache.size(); element++)
+    {
+        if (mCache[element].type == attribute.mType &&
+            mCache[element].size == attribute.mSize &&
+            mCache[element].stride == attribute.stride() &&
+            mCache[element].normalized == attribute.mNormalized)
+        {
+            if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride())
+            {
+                return mCache[element].streamOffset;
+            }
+        }
+    }
+
+    return -1;
+}
+
+const VertexDataManager::FormatConverter &VertexDataManager::formatConverter(const VertexAttribute &attribute) const
+{
+    return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1];
+}
+}