[AMSTREAM] We don't need to define WIDL_C_INLINE_WRAPPERS here anymore.
[reactos.git] / dll / directx / wine / d3dx9_36 / mesh.c
index b945f82..2f9615e 100644 (file)
@@ -1,7 +1,13 @@
  /*
  * Mesh operations specific to D3DX9.
  *
+ * Copyright (C) 2005 Henri Verbeet
+ * Copyright (C) 2006 Ivan Gyurdiev
  * Copyright (C) 2009 David Adam
+ * Copyright (C) 2010 Tony Wasserka
+ * Copyright (C) 2011 Dylan Smith
+ * Copyright (C) 2011 Michael Mc Donnell
+ * Copyright (C) 2013 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
  */
 
-#define WIN32_NO_STATUS
-#define _INC_WINDOWS
-#define COM_NO_WINDOWS_H
+#include "d3dx9_36_private.h"
 
-#include <config.h>
-//#include "wine/port.h"
+#include <assert.h>
+#ifdef HAVE_FLOAT_H
+# include <float.h>
+#endif
 
-#define NONAMELESSUNION
-#include <stdarg.h>
-#include <windef.h>
-#include <winbase.h>
-#include <wingdi.h>
-#include <d3dx9.h>
-#include <wine/debug.h>
+#undef MAKE_DDHRESULT
+#include "dxfile.h"
+#include "rmxfguid.h"
+#include "rmxftmpl.h"
 
-WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
+#include "wine/list.h"
+
+struct d3dx9_mesh
+{
+    ID3DXMesh ID3DXMesh_iface;
+    LONG ref;
+
+    DWORD numfaces;
+    DWORD numvertices;
+    DWORD options;
+    DWORD fvf;
+    IDirect3DDevice9 *device;
+    D3DVERTEXELEMENT9 cached_declaration[MAX_FVF_DECL_SIZE];
+    IDirect3DVertexDeclaration9 *vertex_declaration;
+    UINT vertex_declaration_size;
+    UINT num_elem;
+    IDirect3DVertexBuffer9 *vertex_buffer;
+    IDirect3DIndexBuffer9 *index_buffer;
+    DWORD *attrib_buffer;
+    int attrib_buffer_lock_count;
+    DWORD attrib_table_size;
+    D3DXATTRIBUTERANGE *attrib_table;
+};
+
+static const UINT d3dx_decltype_size[] =
+{
+   /* D3DDECLTYPE_FLOAT1    */ sizeof(FLOAT),
+   /* D3DDECLTYPE_FLOAT2    */ sizeof(D3DXVECTOR2),
+   /* D3DDECLTYPE_FLOAT3    */ sizeof(D3DXVECTOR3),
+   /* D3DDECLTYPE_FLOAT4    */ sizeof(D3DXVECTOR4),
+   /* D3DDECLTYPE_D3DCOLOR  */ sizeof(D3DCOLOR),
+   /* D3DDECLTYPE_UBYTE4    */ 4 * sizeof(BYTE),
+   /* D3DDECLTYPE_SHORT2    */ 2 * sizeof(SHORT),
+   /* D3DDECLTYPE_SHORT4    */ 4 * sizeof(SHORT),
+   /* D3DDECLTYPE_UBYTE4N   */ 4 * sizeof(BYTE),
+   /* D3DDECLTYPE_SHORT2N   */ 2 * sizeof(SHORT),
+   /* D3DDECLTYPE_SHORT4N   */ 4 * sizeof(SHORT),
+   /* D3DDECLTYPE_USHORT2N  */ 2 * sizeof(USHORT),
+   /* D3DDECLTYPE_USHORT4N  */ 4 * sizeof(USHORT),
+   /* D3DDECLTYPE_UDEC3     */ 4, /* 3 * 10 bits + 2 padding */
+   /* D3DDECLTYPE_DEC3N     */ 4,
+   /* D3DDECLTYPE_FLOAT16_2 */ 2 * sizeof(D3DXFLOAT16),
+   /* D3DDECLTYPE_FLOAT16_4 */ 4 * sizeof(D3DXFLOAT16),
+};
+
+static inline struct d3dx9_mesh *impl_from_ID3DXMesh(ID3DXMesh *iface)
+{
+    return CONTAINING_RECORD(iface, struct d3dx9_mesh, ID3DXMesh_iface);
+}
+
+static HRESULT WINAPI d3dx9_mesh_QueryInterface(ID3DXMesh *iface, REFIID riid, void **out)
+{
+    TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
+
+    if (IsEqualGUID(riid, &IID_IUnknown) ||
+        IsEqualGUID(riid, &IID_ID3DXBaseMesh) ||
+        IsEqualGUID(riid, &IID_ID3DXMesh))
+    {
+        iface->lpVtbl->AddRef(iface);
+        *out = iface;
+        return S_OK;
+    }
+
+    WARN("Interface %s not found.\n", debugstr_guid(riid));
+
+    return E_NOINTERFACE;
+}
+
+static ULONG WINAPI d3dx9_mesh_AddRef(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+    ULONG refcount = InterlockedIncrement(&mesh->ref);
+
+    TRACE("%p increasing refcount to %u.\n", mesh, refcount);
+
+    return refcount;
+}
+
+static ULONG WINAPI d3dx9_mesh_Release(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+    ULONG refcount = InterlockedDecrement(&mesh->ref);
+
+    TRACE("%p decreasing refcount to %u.\n", mesh, refcount);
+
+    if (!refcount)
+    {
+        IDirect3DIndexBuffer9_Release(mesh->index_buffer);
+        IDirect3DVertexBuffer9_Release(mesh->vertex_buffer);
+        if (mesh->vertex_declaration)
+            IDirect3DVertexDeclaration9_Release(mesh->vertex_declaration);
+        IDirect3DDevice9_Release(mesh->device);
+        HeapFree(GetProcessHeap(), 0, mesh->attrib_buffer);
+        HeapFree(GetProcessHeap(), 0, mesh->attrib_table);
+        HeapFree(GetProcessHeap(), 0, mesh);
+    }
+
+    return refcount;
+}
+
+static HRESULT WINAPI d3dx9_mesh_DrawSubset(ID3DXMesh *iface, DWORD attrib_id)
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    HRESULT hr;
+    DWORD face_start;
+    DWORD face_end = 0;
+    DWORD vertex_size;
+
+    TRACE("iface %p, attrib_id %u.\n", iface, attrib_id);
+
+    if (!This->vertex_declaration)
+    {
+        WARN("Can't draw a mesh with an invalid vertex declaration.\n");
+        return E_FAIL;
+    }
+
+    vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+
+    hr = IDirect3DDevice9_SetVertexDeclaration(This->device, This->vertex_declaration);
+    if (FAILED(hr)) return hr;
+    hr = IDirect3DDevice9_SetStreamSource(This->device, 0, This->vertex_buffer, 0, vertex_size);
+    if (FAILED(hr)) return hr;
+    hr = IDirect3DDevice9_SetIndices(This->device, This->index_buffer);
+    if (FAILED(hr)) return hr;
+
+    while (face_end < This->numfaces)
+    {
+        for (face_start = face_end; face_start < This->numfaces; face_start++)
+        {
+            if (This->attrib_buffer[face_start] == attrib_id)
+                break;
+        }
+        if (face_start >= This->numfaces)
+            break;
+        for (face_end = face_start + 1; face_end < This->numfaces; face_end++)
+        {
+            if (This->attrib_buffer[face_end] != attrib_id)
+                break;
+        }
+
+        hr = IDirect3DDevice9_DrawIndexedPrimitive(This->device, D3DPT_TRIANGLELIST,
+                0, 0, This->numvertices, face_start * 3, face_end - face_start);
+        if (FAILED(hr)) return hr;
+    }
+
+    return D3D_OK;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumFaces(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return mesh->numfaces;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumVertices(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return mesh->numvertices;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetFVF(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return mesh->fvf;
+}
+
+static void copy_declaration(D3DVERTEXELEMENT9 *dst, const D3DVERTEXELEMENT9 *src, UINT num_elem)
+{
+    memcpy(dst, src, num_elem * sizeof(*src));
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetDeclaration(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, declaration %p.\n", iface, declaration);
+
+    if (!declaration)
+        return D3DERR_INVALIDCALL;
+
+    copy_declaration(declaration, mesh->cached_declaration, mesh->num_elem);
+
+    return D3D_OK;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetNumBytesPerVertex(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return mesh->vertex_declaration_size;
+}
+
+static DWORD WINAPI d3dx9_mesh_GetOptions(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return mesh->options;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetDevice(struct ID3DXMesh *iface, struct IDirect3DDevice9 **device)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, device %p.\n", iface, device);
+
+    if (!device)
+        return D3DERR_INVALIDCALL;
+    *device = mesh->device;
+    IDirect3DDevice9_AddRef(mesh->device);
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_CloneMeshFVF(struct ID3DXMesh *iface, DWORD options, DWORD fvf,
+        struct IDirect3DDevice9 *device, struct ID3DXMesh **clone_mesh)
+{
+    HRESULT hr;
+    D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE];
+
+    TRACE("iface %p, options %#x, fvf %#x, device %p, clone_mesh %p.\n",
+            iface, options, fvf, device, clone_mesh);
+
+    if (FAILED(hr = D3DXDeclaratorFromFVF(fvf, declaration)))
+        return hr;
+
+    return iface->lpVtbl->CloneMesh(iface, options, declaration, device, clone_mesh);
+}
+
+static FLOAT scale_clamp_ubyten(FLOAT value)
+{
+    value = value * UCHAR_MAX;
+
+    if (value < 0.0f)
+    {
+        return 0.0f;
+    }
+    else
+    {
+        if (value > UCHAR_MAX) /* Clamp at 255 */
+            return UCHAR_MAX;
+        else
+            return value;
+    }
+}
+
+static FLOAT scale_clamp_shortn(FLOAT value)
+{
+    value = value * SHRT_MAX;
+
+    /* The tests show that the range is SHRT_MIN + 1 to SHRT_MAX. */
+    if (value <= SHRT_MIN)
+    {
+        return SHRT_MIN + 1;
+    }
+    else if (value > SHRT_MAX)
+    {
+         return SHRT_MAX;
+    }
+    else
+    {
+        return value;
+    }
+}
+
+static FLOAT scale_clamp_ushortn(FLOAT value)
+{
+    value = value * USHRT_MAX;
+
+    if (value < 0.0f)
+    {
+        return 0.0f;
+    }
+    else
+    {
+        if (value > USHRT_MAX) /* Clamp at 65535 */
+            return USHRT_MAX;
+        else
+            return value;
+    }
+}
+
+static INT simple_round(FLOAT value)
+{
+    int res = (INT)(value + 0.5f);
+
+    return res;
+}
+
+static void convert_float4(BYTE *dst, const D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
+{
+    BOOL fixme_once = FALSE;
+
+    switch (type_dst)
+    {
+        case D3DDECLTYPE_FLOAT1:
+        {
+            FLOAT *dst_ptr = (FLOAT*)dst;
+            *dst_ptr = src->x;
+            break;
+        }
+        case D3DDECLTYPE_FLOAT2:
+        {
+            D3DXVECTOR2 *dst_ptr = (D3DXVECTOR2*)dst;
+            dst_ptr->x = src->x;
+            dst_ptr->y = src->y;
+            break;
+        }
+        case D3DDECLTYPE_FLOAT3:
+        {
+            D3DXVECTOR3 *dst_ptr = (D3DXVECTOR3*)dst;
+            dst_ptr->x = src->x;
+            dst_ptr->y = src->y;
+            dst_ptr->z = src->z;
+            break;
+        }
+        case D3DDECLTYPE_FLOAT4:
+        {
+            D3DXVECTOR4 *dst_ptr = (D3DXVECTOR4*)dst;
+            dst_ptr->x = src->x;
+            dst_ptr->y = src->y;
+            dst_ptr->z = src->z;
+            dst_ptr->w = src->w;
+            break;
+        }
+        case D3DDECLTYPE_D3DCOLOR:
+        {
+            dst[0] = (BYTE)simple_round(scale_clamp_ubyten(src->z));
+            dst[1] = (BYTE)simple_round(scale_clamp_ubyten(src->y));
+            dst[2] = (BYTE)simple_round(scale_clamp_ubyten(src->x));
+            dst[3] = (BYTE)simple_round(scale_clamp_ubyten(src->w));
+            break;
+        }
+        case D3DDECLTYPE_UBYTE4:
+        {
+            dst[0] = src->x < 0.0f ? 0 : (BYTE)simple_round(src->x);
+            dst[1] = src->y < 0.0f ? 0 : (BYTE)simple_round(src->y);
+            dst[2] = src->z < 0.0f ? 0 : (BYTE)simple_round(src->z);
+            dst[3] = src->w < 0.0f ? 0 : (BYTE)simple_round(src->w);
+            break;
+        }
+        case D3DDECLTYPE_SHORT2:
+        {
+            SHORT *dst_ptr = (SHORT*)dst;
+            dst_ptr[0] = (SHORT)simple_round(src->x);
+            dst_ptr[1] = (SHORT)simple_round(src->y);
+            break;
+        }
+        case D3DDECLTYPE_SHORT4:
+        {
+            SHORT *dst_ptr = (SHORT*)dst;
+            dst_ptr[0] = (SHORT)simple_round(src->x);
+            dst_ptr[1] = (SHORT)simple_round(src->y);
+            dst_ptr[2] = (SHORT)simple_round(src->z);
+            dst_ptr[3] = (SHORT)simple_round(src->w);
+            break;
+        }
+        case D3DDECLTYPE_UBYTE4N:
+        {
+            dst[0] = (BYTE)simple_round(scale_clamp_ubyten(src->x));
+            dst[1] = (BYTE)simple_round(scale_clamp_ubyten(src->y));
+            dst[2] = (BYTE)simple_round(scale_clamp_ubyten(src->z));
+            dst[3] = (BYTE)simple_round(scale_clamp_ubyten(src->w));
+            break;
+        }
+        case D3DDECLTYPE_SHORT2N:
+        {
+            SHORT *dst_ptr = (SHORT*)dst;
+            dst_ptr[0] = (SHORT)simple_round(scale_clamp_shortn(src->x));
+            dst_ptr[1] = (SHORT)simple_round(scale_clamp_shortn(src->y));
+            break;
+        }
+        case D3DDECLTYPE_SHORT4N:
+        {
+            SHORT *dst_ptr = (SHORT*)dst;
+            dst_ptr[0] = (SHORT)simple_round(scale_clamp_shortn(src->x));
+            dst_ptr[1] = (SHORT)simple_round(scale_clamp_shortn(src->y));
+            dst_ptr[2] = (SHORT)simple_round(scale_clamp_shortn(src->z));
+            dst_ptr[3] = (SHORT)simple_round(scale_clamp_shortn(src->w));
+            break;
+        }
+        case D3DDECLTYPE_USHORT2N:
+        {
+            USHORT *dst_ptr = (USHORT*)dst;
+            dst_ptr[0] = (USHORT)simple_round(scale_clamp_ushortn(src->x));
+            dst_ptr[1] = (USHORT)simple_round(scale_clamp_ushortn(src->y));
+            break;
+        }
+        case D3DDECLTYPE_USHORT4N:
+        {
+            USHORT *dst_ptr = (USHORT*)dst;
+            dst_ptr[0] = (USHORT)simple_round(scale_clamp_ushortn(src->x));
+            dst_ptr[1] = (USHORT)simple_round(scale_clamp_ushortn(src->y));
+            dst_ptr[2] = (USHORT)simple_round(scale_clamp_ushortn(src->z));
+            dst_ptr[3] = (USHORT)simple_round(scale_clamp_ushortn(src->w));
+            break;
+        }
+        case D3DDECLTYPE_FLOAT16_2:
+        {
+            D3DXFloat32To16Array((D3DXFLOAT16*)dst, (FLOAT*)src, 2);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT16_4:
+        {
+            D3DXFloat32To16Array((D3DXFLOAT16*)dst, (FLOAT*)src, 4);
+            break;
+        }
+        default:
+            if (!fixme_once++)
+                FIXME("Conversion from D3DDECLTYPE_FLOAT4 to %d not implemented.\n", type_dst);
+            break;
+    }
+}
+
+static void convert_component(BYTE *dst, BYTE *src, D3DDECLTYPE type_dst, D3DDECLTYPE type_src)
+{
+    BOOL fixme_once = FALSE;
+
+    switch (type_src)
+    {
+        case D3DDECLTYPE_FLOAT1:
+        {
+            FLOAT *src_ptr = (FLOAT*)src;
+            D3DXVECTOR4 src_float4 = {*src_ptr, 0.0f, 0.0f, 1.0f};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT2:
+        {
+            D3DXVECTOR2 *src_ptr = (D3DXVECTOR2*)src;
+            D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, 0.0f, 1.0f};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT3:
+        {
+            D3DXVECTOR3 *src_ptr = (D3DXVECTOR3*)src;
+            D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, src_ptr->z, 1.0f};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT4:
+        {
+            D3DXVECTOR4 *src_ptr = (D3DXVECTOR4*)src;
+            D3DXVECTOR4 src_float4 = {src_ptr->x, src_ptr->y, src_ptr->z, src_ptr->w};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_D3DCOLOR:
+        {
+            D3DXVECTOR4 src_float4 =
+            {
+                (FLOAT)src[2]/UCHAR_MAX,
+                (FLOAT)src[1]/UCHAR_MAX,
+                (FLOAT)src[0]/UCHAR_MAX,
+                (FLOAT)src[3]/UCHAR_MAX
+            };
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_UBYTE4:
+        {
+            D3DXVECTOR4 src_float4 = {src[0], src[1], src[2], src[3]};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_SHORT2:
+        {
+            SHORT *src_ptr = (SHORT*)src;
+            D3DXVECTOR4 src_float4 = {src_ptr[0], src_ptr[1], 0.0f, 1.0f};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_SHORT4:
+        {
+            SHORT *src_ptr = (SHORT*)src;
+            D3DXVECTOR4 src_float4 = {src_ptr[0], src_ptr[1], src_ptr[2], src_ptr[3]};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_UBYTE4N:
+        {
+            D3DXVECTOR4 src_float4 =
+            {
+                (FLOAT)src[0]/UCHAR_MAX,
+                (FLOAT)src[1]/UCHAR_MAX,
+                (FLOAT)src[2]/UCHAR_MAX,
+                (FLOAT)src[3]/UCHAR_MAX
+            };
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_SHORT2N:
+        {
+            SHORT *src_ptr = (SHORT*)src;
+            D3DXVECTOR4 src_float4 = {(FLOAT)src_ptr[0]/SHRT_MAX, (FLOAT)src_ptr[1]/SHRT_MAX, 0.0f, 1.0f};
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_SHORT4N:
+        {
+            SHORT *src_ptr = (SHORT*)src;
+            D3DXVECTOR4 src_float4 =
+            {
+                (FLOAT)src_ptr[0]/SHRT_MAX,
+                (FLOAT)src_ptr[1]/SHRT_MAX,
+                (FLOAT)src_ptr[2]/SHRT_MAX,
+                (FLOAT)src_ptr[3]/SHRT_MAX
+            };
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT16_2:
+        {
+            D3DXVECTOR4 src_float4 = {0.0f, 0.0f, 0.0f, 1.0f};
+            D3DXFloat16To32Array((FLOAT*)&src_float4, (D3DXFLOAT16*)src, 2);
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        case D3DDECLTYPE_FLOAT16_4:
+        {
+            D3DXVECTOR4 src_float4;
+            D3DXFloat16To32Array((FLOAT*)&src_float4, (D3DXFLOAT16*)src, 4);
+            convert_float4(dst, &src_float4, type_dst);
+            break;
+        }
+        default:
+            if (!fixme_once++)
+                FIXME("Conversion of D3DDECLTYPE %d to %d not implemented.\n", type_src, type_dst);
+            break;
+    }
+}
+
+static INT get_equivalent_declaration_index(D3DVERTEXELEMENT9 orig_declaration, D3DVERTEXELEMENT9 *declaration)
+{
+    INT i;
+
+    for (i = 0; declaration[i].Stream != 0xff; i++)
+    {
+        if (orig_declaration.Usage == declaration[i].Usage
+            && orig_declaration.UsageIndex == declaration[i].UsageIndex)
+        {
+            return i;
+        }
+    }
+
+    return -1;
+}
+
+static HRESULT convert_vertex_buffer(ID3DXMesh *mesh_dst, ID3DXMesh *mesh_src)
+{
+    HRESULT hr;
+    D3DVERTEXELEMENT9 orig_declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
+    D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
+    BYTE *vb_dst = NULL;
+    BYTE *vb_src = NULL;
+    UINT i;
+    UINT num_vertices = mesh_src->lpVtbl->GetNumVertices(mesh_src);
+    UINT dst_vertex_size = mesh_dst->lpVtbl->GetNumBytesPerVertex(mesh_dst);
+    UINT src_vertex_size = mesh_src->lpVtbl->GetNumBytesPerVertex(mesh_src);
+
+    hr = mesh_src->lpVtbl->GetDeclaration(mesh_src, orig_declaration);
+    if (FAILED(hr)) return hr;
+    hr = mesh_dst->lpVtbl->GetDeclaration(mesh_dst, declaration);
+    if (FAILED(hr)) return hr;
+
+    hr = mesh_src->lpVtbl->LockVertexBuffer(mesh_src, D3DLOCK_READONLY, (void**)&vb_src);
+    if (FAILED(hr)) goto cleanup;
+    hr = mesh_dst->lpVtbl->LockVertexBuffer(mesh_dst, 0, (void**)&vb_dst);
+    if (FAILED(hr)) goto cleanup;
+
+    /* Clear all new fields by clearing the entire vertex buffer. */
+    memset(vb_dst, 0, num_vertices * dst_vertex_size);
+
+    for (i = 0; orig_declaration[i].Stream != 0xff; i++)
+    {
+        INT eq_idx = get_equivalent_declaration_index(orig_declaration[i], declaration);
+
+        if (eq_idx >= 0)
+        {
+            UINT j;
+            for (j = 0; j < num_vertices; j++)
+            {
+                UINT idx_dst = dst_vertex_size * j + declaration[eq_idx].Offset;
+                UINT idx_src = src_vertex_size * j + orig_declaration[i].Offset;
+                UINT type_size = d3dx_decltype_size[orig_declaration[i].Type];
+
+                if (orig_declaration[i].Type == declaration[eq_idx].Type)
+                    memcpy(&vb_dst[idx_dst], &vb_src[idx_src], type_size);
+                else
+                   convert_component(&vb_dst[idx_dst], &vb_src[idx_src], declaration[eq_idx].Type, orig_declaration[i].Type);
+            }
+        }
+    }
+
+    hr = D3D_OK;
+cleanup:
+    if (vb_dst) mesh_dst->lpVtbl->UnlockVertexBuffer(mesh_dst);
+    if (vb_src) mesh_src->lpVtbl->UnlockVertexBuffer(mesh_src);
+
+    return hr;
+}
+
+static BOOL declaration_equals(const D3DVERTEXELEMENT9 *declaration1, const D3DVERTEXELEMENT9 *declaration2)
+{
+    UINT size1 = 0, size2 = 0;
+
+    /* Find the size of each declaration */
+    while (declaration1[size1].Stream != 0xff) size1++;
+    while (declaration2[size2].Stream != 0xff) size2++;
+
+    /* If not same size then they are definitely not equal */
+    if (size1 != size2)
+        return FALSE;
+
+    /* Check that all components are the same */
+    if (memcmp(declaration1, declaration2, size1*sizeof(*declaration1)) == 0)
+        return TRUE;
+
+    return FALSE;
+}
+
+static HRESULT WINAPI d3dx9_mesh_CloneMesh(struct ID3DXMesh *iface, DWORD options,
+        const D3DVERTEXELEMENT9 *declaration, struct IDirect3DDevice9 *device, struct ID3DXMesh **clone_mesh_out)
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    struct d3dx9_mesh *cloned_this;
+    ID3DXMesh *clone_mesh;
+    D3DVERTEXELEMENT9 orig_declaration[MAX_FVF_DECL_SIZE] = { D3DDECL_END() };
+    void *data_in, *data_out;
+    DWORD vertex_size;
+    HRESULT hr;
+    BOOL same_declaration;
+
+    TRACE("iface %p, options %#x, declaration %p, device %p, clone_mesh_out %p.\n",
+            iface, options, declaration, device, clone_mesh_out);
+
+    if (!clone_mesh_out)
+        return D3DERR_INVALIDCALL;
+
+    hr = iface->lpVtbl->GetDeclaration(iface, orig_declaration);
+    if (FAILED(hr)) return hr;
+
+    hr = D3DXCreateMesh(This->numfaces, This->numvertices, options & ~D3DXMESH_VB_SHARE,
+                        declaration, device, &clone_mesh);
+    if (FAILED(hr)) return hr;
+
+    cloned_this = impl_from_ID3DXMesh(clone_mesh);
+    vertex_size = clone_mesh->lpVtbl->GetNumBytesPerVertex(clone_mesh);
+    same_declaration = declaration_equals(declaration, orig_declaration);
+
+    if (options & D3DXMESH_VB_SHARE) {
+        if (!same_declaration) {
+            hr = D3DERR_INVALIDCALL;
+            goto error;
+        }
+        IDirect3DVertexBuffer9_AddRef(This->vertex_buffer);
+        /* FIXME: refactor to avoid creating a new vertex buffer */
+        IDirect3DVertexBuffer9_Release(cloned_this->vertex_buffer);
+        cloned_this->vertex_buffer = This->vertex_buffer;
+    } else if (same_declaration) {
+        hr = iface->lpVtbl->LockVertexBuffer(iface, D3DLOCK_READONLY, &data_in);
+        if (FAILED(hr)) goto error;
+        hr = clone_mesh->lpVtbl->LockVertexBuffer(clone_mesh, 0, &data_out);
+        if (FAILED(hr)) {
+            iface->lpVtbl->UnlockVertexBuffer(iface);
+            goto error;
+        }
+        memcpy(data_out, data_in, This->numvertices * vertex_size);
+        clone_mesh->lpVtbl->UnlockVertexBuffer(clone_mesh);
+        iface->lpVtbl->UnlockVertexBuffer(iface);
+    } else {
+        hr = convert_vertex_buffer(clone_mesh, iface);
+        if (FAILED(hr)) goto error;
+    }
+
+    hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, &data_in);
+    if (FAILED(hr)) goto error;
+    hr = clone_mesh->lpVtbl->LockIndexBuffer(clone_mesh, 0, &data_out);
+    if (FAILED(hr)) {
+        iface->lpVtbl->UnlockIndexBuffer(iface);
+        goto error;
+    }
+    if ((options ^ This->options) & D3DXMESH_32BIT) {
+        DWORD i;
+        if (options & D3DXMESH_32BIT) {
+            for (i = 0; i < This->numfaces * 3; i++)
+                ((DWORD*)data_out)[i] = ((WORD*)data_in)[i];
+        } else {
+            for (i = 0; i < This->numfaces * 3; i++)
+                ((WORD*)data_out)[i] = ((DWORD*)data_in)[i];
+        }
+    } else {
+        memcpy(data_out, data_in, This->numfaces * 3 * (options & D3DXMESH_32BIT ? 4 : 2));
+    }
+    clone_mesh->lpVtbl->UnlockIndexBuffer(clone_mesh);
+    iface->lpVtbl->UnlockIndexBuffer(iface);
+
+    memcpy(cloned_this->attrib_buffer, This->attrib_buffer, This->numfaces * sizeof(*This->attrib_buffer));
+
+    if (This->attrib_table_size)
+    {
+        cloned_this->attrib_table_size = This->attrib_table_size;
+        cloned_this->attrib_table = HeapAlloc(GetProcessHeap(), 0, This->attrib_table_size * sizeof(*This->attrib_table));
+        if (!cloned_this->attrib_table) {
+            hr = E_OUTOFMEMORY;
+            goto error;
+        }
+        memcpy(cloned_this->attrib_table, This->attrib_table, This->attrib_table_size * sizeof(*This->attrib_table));
+    }
+
+    *clone_mesh_out = clone_mesh;
+
+    return D3D_OK;
+error:
+    IUnknown_Release(clone_mesh);
+    return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetVertexBuffer(struct ID3DXMesh *iface,
+        struct IDirect3DVertexBuffer9 **vertex_buffer)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, vertex_buffer %p.\n", iface, vertex_buffer);
+
+    if (!vertex_buffer)
+        return D3DERR_INVALIDCALL;
+    *vertex_buffer = mesh->vertex_buffer;
+    IDirect3DVertexBuffer9_AddRef(mesh->vertex_buffer);
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GetIndexBuffer(struct ID3DXMesh *iface,
+        struct IDirect3DIndexBuffer9 **index_buffer)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, index_buffer %p.\n", iface, index_buffer);
+
+    if (!index_buffer)
+        return D3DERR_INVALIDCALL;
+    *index_buffer = mesh->index_buffer;
+    IDirect3DIndexBuffer9_AddRef(mesh->index_buffer);
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockVertexBuffer(ID3DXMesh *iface, DWORD flags, void **data)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+    return IDirect3DVertexBuffer9_Lock(mesh->vertex_buffer, 0, 0, data, flags);
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockVertexBuffer(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return IDirect3DVertexBuffer9_Unlock(mesh->vertex_buffer);
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockIndexBuffer(ID3DXMesh *iface, DWORD flags, void **data)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+    return IDirect3DIndexBuffer9_Lock(mesh->index_buffer, 0, 0, data, flags);
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockIndexBuffer(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p.\n", iface);
+
+    return IDirect3DIndexBuffer9_Unlock(mesh->index_buffer);
+}
+
+/* FIXME: This looks just wrong, we never check *attrib_table_size before
+ * copying the data. */
+static HRESULT WINAPI d3dx9_mesh_GetAttributeTable(ID3DXMesh *iface,
+        D3DXATTRIBUTERANGE *attrib_table, DWORD *attrib_table_size)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, attrib_table %p, attrib_table_size %p.\n",
+            iface, attrib_table, attrib_table_size);
+
+    if (attrib_table_size)
+        *attrib_table_size = mesh->attrib_table_size;
+
+    if (attrib_table)
+        memcpy(attrib_table, mesh->attrib_table, mesh->attrib_table_size * sizeof(*attrib_table));
+
+    return D3D_OK;
+}
+
+struct edge_face
+{
+    struct list entry;
+    DWORD v2;
+    DWORD face;
+};
+
+struct edge_face_map
+{
+    struct list *lists;
+    struct edge_face *entries;
+};
+
+/* Builds up a map of which face a new edge belongs to. That way the adjacency
+ * of another edge can be looked up. An edge has an adjacent face if there
+ * is an edge going in the opposite direction in the map. For example if the
+ * edge (v1, v2) belongs to face 4, and there is a mapping (v2, v1)->7, then
+ * face 4 and 7 are adjacent.
+ *
+ * Each edge might have been replaced with another edge, or none at all. There
+ * is at most one edge to face mapping, i.e. an edge can only belong to one
+ * face.
+ */
+static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, const DWORD *index_buffer,
+        const DWORD *point_reps, DWORD num_faces)
+{
+    DWORD face, edge;
+    DWORD i;
+
+    edge_face_map->lists = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(*edge_face_map->lists));
+    if (!edge_face_map->lists) return E_OUTOFMEMORY;
+
+    edge_face_map->entries = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(*edge_face_map->entries));
+    if (!edge_face_map->entries) return E_OUTOFMEMORY;
+
+
+    /* Initialize all lists */
+    for (i = 0; i < 3 * num_faces; i++)
+    {
+        list_init(&edge_face_map->lists[i]);
+    }
+    /* Build edge face mapping */
+    for (face = 0; face < num_faces; face++)
+    {
+        for (edge = 0; edge < 3; edge++)
+        {
+            DWORD v1 = index_buffer[3*face + edge];
+            DWORD v2 = index_buffer[3*face + (edge+1)%3];
+            DWORD new_v1 = point_reps[v1]; /* What v1 has been replaced with */
+            DWORD new_v2 = point_reps[v2];
+
+            if (v1 != v2) /* Only map non-collapsed edges */
+            {
+                i = 3*face + edge;
+                edge_face_map->entries[i].v2 = new_v2;
+                edge_face_map->entries[i].face = face;
+                list_add_head(&edge_face_map->lists[new_v1], &edge_face_map->entries[i].entry);
+            }
+        }
+    }
+
+    return D3D_OK;
+}
+
+static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, DWORD num_faces)
+{
+    struct edge_face *edge_face_ptr;
+
+    LIST_FOR_EACH_ENTRY(edge_face_ptr, &edge_face_map->lists[vertex2], struct edge_face, entry)
+    {
+        if (edge_face_ptr->v2 == vertex1)
+            return edge_face_ptr->face;
+    }
+
+    return -1;
+}
+
+static DWORD *generate_identity_point_reps(DWORD num_vertices)
+{
+        DWORD *id_point_reps;
+        DWORD i;
+
+        id_point_reps = HeapAlloc(GetProcessHeap(), 0, num_vertices * sizeof(*id_point_reps));
+        if (!id_point_reps)
+            return NULL;
+
+        for (i = 0; i < num_vertices; i++)
+        {
+            id_point_reps[i] = i;
+        }
+
+        return id_point_reps;
+}
+
+static HRESULT WINAPI d3dx9_mesh_ConvertPointRepsToAdjacency(ID3DXMesh *iface,
+        const DWORD *point_reps, DWORD *adjacency)
+{
+    HRESULT hr;
+    DWORD num_faces = iface->lpVtbl->GetNumFaces(iface);
+    DWORD num_vertices = iface->lpVtbl->GetNumVertices(iface);
+    DWORD options = iface->lpVtbl->GetOptions(iface);
+    BOOL indices_are_16_bit = !(options & D3DXMESH_32BIT);
+    DWORD *ib = NULL;
+    void *ib_ptr = NULL;
+    DWORD face;
+    DWORD edge;
+    struct edge_face_map edge_face_map = {0};
+    const DWORD *point_reps_ptr = NULL;
+    DWORD *id_point_reps = NULL;
+
+    TRACE("iface %p, point_reps %p, adjacency %p.\n", iface, point_reps, adjacency);
+
+    if (!adjacency) return D3DERR_INVALIDCALL;
+
+    if (!point_reps) /* Identity point reps */
+    {
+        id_point_reps = generate_identity_point_reps(num_vertices);
+        if (!id_point_reps)
+        {
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+
+        point_reps_ptr = id_point_reps;
+    }
+    else
+    {
+        point_reps_ptr = point_reps;
+    }
+
+    hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, &ib_ptr);
+    if (FAILED(hr)) goto cleanup;
+
+    if (indices_are_16_bit)
+    {
+        /* Widen 16 bit to 32 bit */
+        DWORD i;
+        WORD *ib_16bit = ib_ptr;
+        ib = HeapAlloc(GetProcessHeap(), 0, 3 * num_faces * sizeof(DWORD));
+        if (!ib)
+        {
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+        for (i = 0; i < 3 * num_faces; i++)
+        {
+            ib[i] = ib_16bit[i];
+        }
+    }
+    else
+    {
+        ib = ib_ptr;
+    }
+
+    hr = init_edge_face_map(&edge_face_map, ib, point_reps_ptr, num_faces);
+    if (FAILED(hr)) goto cleanup;
+
+    /* Create adjacency */
+    for (face = 0; face < num_faces; face++)
+    {
+        for (edge = 0; edge < 3; edge++)
+        {
+            DWORD v1 = ib[3*face + edge];
+            DWORD v2 = ib[3*face + (edge+1)%3];
+            DWORD new_v1 = point_reps_ptr[v1];
+            DWORD new_v2 = point_reps_ptr[v2];
+            DWORD adj_face;
+
+            adj_face = find_adjacent_face(&edge_face_map, new_v1, new_v2, num_faces);
+            adjacency[3*face + edge] = adj_face;
+        }
+    }
+
+    hr = D3D_OK;
+cleanup:
+    HeapFree(GetProcessHeap(), 0, id_point_reps);
+    if (indices_are_16_bit) HeapFree(GetProcessHeap(), 0, ib);
+    HeapFree(GetProcessHeap(), 0, edge_face_map.lists);
+    HeapFree(GetProcessHeap(), 0, edge_face_map.entries);
+    if(ib_ptr) iface->lpVtbl->UnlockIndexBuffer(iface);
+    return hr;
+}
+
+/* ConvertAdjacencyToPointReps helper function.
+ *
+ * Goes around the edges of each face and replaces the vertices in any adjacent
+ * face's edge with its own vertices(if its vertices have a lower index). This
+ * way as few as possible low index vertices are shared among the faces. The
+ * re-ordered index buffer is stored in new_indices.
+ *
+ * The vertices in a point representation must be ordered sequentially, e.g.
+ * index 5 holds the index of the vertex that replaces vertex 5, i.e. if
+ * vertex 5 is replaced by vertex 3 then index 5 would contain 3. If no vertex
+ * replaces it, then it contains the same number as the index itself, e.g.
+ * index 5 would contain 5. */
+static HRESULT propagate_face_vertices(const DWORD *adjacency, DWORD *point_reps,
+        const DWORD *indices, DWORD *new_indices, DWORD face, DWORD numfaces)
+{
+    const unsigned int VERTS_PER_FACE = 3;
+    DWORD edge, opp_edge;
+    DWORD face_base = VERTS_PER_FACE * face;
+
+    for (edge = 0; edge < VERTS_PER_FACE; edge++)
+    {
+        DWORD adj_face = adjacency[face_base + edge];
+        DWORD adj_face_base;
+        DWORD i;
+        if (adj_face == -1) /* No adjacent face. */
+            continue;
+        else if (adj_face >= numfaces)
+        {
+            /* This throws exception on Windows */
+            WARN("Index out of bounds. Got %d expected less than %d.\n",
+                adj_face, numfaces);
+            return D3DERR_INVALIDCALL;
+        }
+        adj_face_base = 3 * adj_face;
+
+        /* Find opposite edge in adjacent face. */
+        for (opp_edge = 0; opp_edge < VERTS_PER_FACE; opp_edge++)
+        {
+            DWORD opp_edge_index = adj_face_base + opp_edge;
+            if (adjacency[opp_edge_index] == face)
+                break; /* Found opposite edge. */
+        }
+
+        /* Replaces vertices in opposite edge with vertices from current edge. */
+        for (i = 0; i < 2; i++)
+        {
+            DWORD from = face_base + (edge + (1 - i)) % VERTS_PER_FACE;
+            DWORD to = adj_face_base + (opp_edge + i) % VERTS_PER_FACE;
+
+            /* Propagate lowest index. */
+            if (new_indices[to] > new_indices[from])
+            {
+                new_indices[to] = new_indices[from];
+                point_reps[indices[to]] = new_indices[from];
+            }
+        }
+    }
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_ConvertAdjacencyToPointReps(ID3DXMesh *iface,
+        const DWORD *adjacency, DWORD *point_reps)
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    HRESULT hr;
+    DWORD face;
+    DWORD i;
+    DWORD *indices = NULL;
+    WORD *indices_16bit = NULL;
+    DWORD *new_indices = NULL;
+    const unsigned int VERTS_PER_FACE = 3;
+
+    TRACE("iface %p, adjacency %p, point_reps %p.\n", iface, adjacency, point_reps);
+
+    if (!adjacency)
+    {
+        WARN("NULL adjacency.\n");
+        hr = D3DERR_INVALIDCALL;
+        goto cleanup;
+    }
+
+    if (!point_reps)
+    {
+        WARN("NULL point_reps.\n");
+        hr = D3DERR_INVALIDCALL;
+        goto cleanup;
+    }
+
+    /* Should never happen as CreateMesh does not allow meshes with 0 faces */
+    if (This->numfaces == 0)
+    {
+        ERR("Number of faces was zero.\n");
+        hr = D3DERR_INVALIDCALL;
+        goto cleanup;
+    }
+
+    new_indices = HeapAlloc(GetProcessHeap(), 0, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+    if (!new_indices)
+    {
+        hr = E_OUTOFMEMORY;
+        goto cleanup;
+    }
+
+    if (This->options & D3DXMESH_32BIT)
+    {
+        hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices);
+        if (FAILED(hr)) goto cleanup;
+        memcpy(new_indices, indices, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+    }
+    else
+    {
+        /* Make a widening copy of indices_16bit into indices and new_indices
+         * in order to re-use the helper function */
+        hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices_16bit);
+        if (FAILED(hr)) goto cleanup;
+        indices = HeapAlloc(GetProcessHeap(), 0, VERTS_PER_FACE * This->numfaces * sizeof(*indices));
+        if (!indices)
+        {
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+        for (i = 0; i < VERTS_PER_FACE * This->numfaces; i++)
+        {
+            new_indices[i] = indices_16bit[i];
+            indices[i] = indices_16bit[i];
+        }
+    }
+
+    /* Vertices are ordered sequentially in the point representation. */
+    for (i = 0; i < This->numvertices; i++)
+    {
+        point_reps[i] = i;
+    }
+
+    /* Propagate vertices with low indices so as few vertices as possible
+     * are used in the mesh.
+     */
+    for (face = 0; face < This->numfaces; face++)
+    {
+        hr = propagate_face_vertices(adjacency, point_reps, indices, new_indices, face, This->numfaces);
+        if (FAILED(hr)) goto cleanup;
+    }
+    /* Go in opposite direction to catch all face orderings */
+    for (face = 0; face < This->numfaces; face++)
+    {
+        hr = propagate_face_vertices(adjacency, point_reps,
+                                     indices, new_indices,
+                                     (This->numfaces - 1) - face, This->numfaces);
+        if (FAILED(hr)) goto cleanup;
+    }
+
+    hr = D3D_OK;
+cleanup:
+    if (This->options & D3DXMESH_32BIT)
+    {
+        if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+    }
+    else
+    {
+        if (indices_16bit) iface->lpVtbl->UnlockIndexBuffer(iface);
+        HeapFree(GetProcessHeap(), 0, indices);
+    }
+    HeapFree(GetProcessHeap(), 0, new_indices);
+    return hr;
+}
+
+struct vertex_metadata {
+  float key;
+  DWORD vertex_index;
+  DWORD first_shared_index;
+};
+
+static int compare_vertex_keys(const void *a, const void *b)
+{
+    const struct vertex_metadata *left = a;
+    const struct vertex_metadata *right = b;
+    if (left->key == right->key)
+        return 0;
+    return left->key < right->key ? -1 : 1;
+}
+
+static HRESULT WINAPI d3dx9_mesh_GenerateAdjacency(ID3DXMesh *iface, float epsilon, DWORD *adjacency)
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    HRESULT hr;
+    BYTE *vertices = NULL;
+    const DWORD *indices = NULL;
+    DWORD vertex_size;
+    DWORD buffer_size;
+    /* sort the vertices by (x + y + z) to quickly find coincident vertices */
+    struct vertex_metadata *sorted_vertices;
+    /* shared_indices links together identical indices in the index buffer so
+     * that adjacency checks can be limited to faces sharing a vertex */
+    DWORD *shared_indices = NULL;
+    const FLOAT epsilon_sq = epsilon * epsilon;
+    DWORD i;
+
+    TRACE("iface %p, epsilon %.8e, adjacency %p.\n", iface, epsilon, adjacency);
+
+    if (!adjacency)
+        return D3DERR_INVALIDCALL;
+
+    buffer_size = This->numfaces * 3 * sizeof(*shared_indices) + This->numvertices * sizeof(*sorted_vertices);
+    if (!(This->options & D3DXMESH_32BIT))
+        buffer_size += This->numfaces * 3 * sizeof(*indices);
+    shared_indices = HeapAlloc(GetProcessHeap(), 0, buffer_size);
+    if (!shared_indices)
+        return E_OUTOFMEMORY;
+    sorted_vertices = (struct vertex_metadata*)(shared_indices + This->numfaces * 3);
+
+    hr = iface->lpVtbl->LockVertexBuffer(iface, D3DLOCK_READONLY, (void**)&vertices);
+    if (FAILED(hr)) goto cleanup;
+    hr = iface->lpVtbl->LockIndexBuffer(iface, D3DLOCK_READONLY, (void**)&indices);
+    if (FAILED(hr)) goto cleanup;
+
+    if (!(This->options & D3DXMESH_32BIT)) {
+        const WORD *word_indices = (const WORD*)indices;
+        DWORD *dword_indices = (DWORD*)(sorted_vertices + This->numvertices);
+        indices = dword_indices;
+        for (i = 0; i < This->numfaces * 3; i++)
+            *dword_indices++ = *word_indices++;
+    }
+
+    vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+    for (i = 0; i < This->numvertices; i++) {
+        D3DXVECTOR3 *vertex = (D3DXVECTOR3*)(vertices + vertex_size * i);
+        sorted_vertices[i].first_shared_index = -1;
+        sorted_vertices[i].key = vertex->x + vertex->y + vertex->z;
+        sorted_vertices[i].vertex_index = i;
+    }
+    for (i = 0; i < This->numfaces * 3; i++) {
+        DWORD *first_shared_index = &sorted_vertices[indices[i]].first_shared_index;
+        shared_indices[i] = *first_shared_index;
+        *first_shared_index = i;
+        adjacency[i] = -1;
+    }
+    qsort(sorted_vertices, This->numvertices, sizeof(*sorted_vertices), compare_vertex_keys);
+
+    for (i = 0; i < This->numvertices; i++) {
+        struct vertex_metadata *sorted_vertex_a = &sorted_vertices[i];
+        D3DXVECTOR3 *vertex_a = (D3DXVECTOR3*)(vertices + sorted_vertex_a->vertex_index * vertex_size);
+        DWORD shared_index_a = sorted_vertex_a->first_shared_index;
+
+        while (shared_index_a != -1) {
+            DWORD j = i;
+            DWORD shared_index_b = shared_indices[shared_index_a];
+            struct vertex_metadata *sorted_vertex_b = sorted_vertex_a;
+
+            while (TRUE) {
+                while (shared_index_b != -1) {
+                    /* faces are adjacent if they have another coincident vertex */
+                    DWORD base_a = (shared_index_a / 3) * 3;
+                    DWORD base_b = (shared_index_b / 3) * 3;
+                    BOOL adjacent = FALSE;
+                    int k;
+
+                    for (k = 0; k < 3; k++) {
+                        if (adjacency[base_b + k] == shared_index_a / 3) {
+                            adjacent = TRUE;
+                            break;
+                        }
+                    }
+                    if (!adjacent) {
+                        for (k = 1; k <= 2; k++) {
+                            DWORD vertex_index_a = base_a + (shared_index_a + k) % 3;
+                            DWORD vertex_index_b = base_b + (shared_index_b + (3 - k)) % 3;
+                            adjacent = indices[vertex_index_a] == indices[vertex_index_b];
+                            if (!adjacent && epsilon >= 0.0f) {
+                                D3DXVECTOR3 delta = {0.0f, 0.0f, 0.0f};
+                                FLOAT length_sq;
+
+                                D3DXVec3Subtract(&delta,
+                                                 (D3DXVECTOR3*)(vertices + indices[vertex_index_a] * vertex_size),
+                                                 (D3DXVECTOR3*)(vertices + indices[vertex_index_b] * vertex_size));
+                                length_sq = D3DXVec3LengthSq(&delta);
+                                adjacent = epsilon == 0.0f ? length_sq == 0.0f : length_sq < epsilon_sq;
+                            }
+                            if (adjacent) {
+                                DWORD adj_a = base_a + 2 - (vertex_index_a + shared_index_a + 1) % 3;
+                                DWORD adj_b = base_b + 2 - (vertex_index_b + shared_index_b + 1) % 3;
+                                if (adjacency[adj_a] == -1 && adjacency[adj_b] == -1) {
+                                    adjacency[adj_a] = base_b / 3;
+                                    adjacency[adj_b] = base_a / 3;
+                                    break;
+                                }
+                            }
+                        }
+                    }
+
+                    shared_index_b = shared_indices[shared_index_b];
+                }
+                while (++j < This->numvertices) {
+                    D3DXVECTOR3 *vertex_b;
+
+                    sorted_vertex_b++;
+                    if (sorted_vertex_b->key - sorted_vertex_a->key > epsilon * 3.0f) {
+                        /* no more coincident vertices to try */
+                        j = This->numvertices;
+                        break;
+                    }
+                    /* check for coincidence */
+                    vertex_b = (D3DXVECTOR3*)(vertices + sorted_vertex_b->vertex_index * vertex_size);
+                    if (fabsf(vertex_a->x - vertex_b->x) <= epsilon &&
+                        fabsf(vertex_a->y - vertex_b->y) <= epsilon &&
+                        fabsf(vertex_a->z - vertex_b->z) <= epsilon)
+                    {
+                        break;
+                    }
+                }
+                if (j >= This->numvertices)
+                    break;
+                shared_index_b = sorted_vertex_b->first_shared_index;
+            }
+
+            sorted_vertex_a->first_shared_index = shared_indices[sorted_vertex_a->first_shared_index];
+            shared_index_a = sorted_vertex_a->first_shared_index;
+        }
+    }
+
+    hr = D3D_OK;
+cleanup:
+    if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+    if (vertices) iface->lpVtbl->UnlockVertexBuffer(iface);
+    HeapFree(GetProcessHeap(), 0, shared_indices);
+    return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_UpdateSemantics(ID3DXMesh *iface, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    HRESULT hr;
+    UINT vertex_declaration_size;
+    int i;
+
+    TRACE("iface %p, declaration %p.\n", iface, declaration);
+
+    if (!declaration)
+    {
+        WARN("Invalid declaration. Can't use NULL declaration.\n");
+        return D3DERR_INVALIDCALL;
+    }
+
+    /* New declaration must be same size as original */
+    vertex_declaration_size = D3DXGetDeclVertexSize(declaration, declaration[0].Stream);
+    if (vertex_declaration_size != This->vertex_declaration_size)
+    {
+        WARN("Invalid declaration. New vertex size does not match the original vertex size.\n");
+        return D3DERR_INVALIDCALL;
+    }
+
+    /* New declaration must not contain non-zero Stream value  */
+    for (i = 0; declaration[i].Stream != 0xff; i++)
+    {
+        if (declaration[i].Stream != 0)
+        {
+            WARN("Invalid declaration. New declaration contains non-zero Stream value.\n");
+            return D3DERR_INVALIDCALL;
+        }
+    }
+
+    This->num_elem = i + 1;
+    copy_declaration(This->cached_declaration, declaration, This->num_elem);
+
+    if (This->vertex_declaration)
+        IDirect3DVertexDeclaration9_Release(This->vertex_declaration);
+
+    /* An application can pass an invalid declaration to UpdateSemantics and
+     * still expect D3D_OK (see tests). If the declaration is invalid, then
+     * subsequent calls to DrawSubset will fail. This is handled by setting the
+     * vertex declaration to NULL.
+     *     GetDeclaration, GetNumBytesPerVertex must, however, use the new
+     * invalid declaration. This is handled by them using the cached vertex
+     * declaration instead of the actual vertex declaration.
+     */
+    hr = IDirect3DDevice9_CreateVertexDeclaration(This->device,
+                                                  declaration,
+                                                  &This->vertex_declaration);
+    if (FAILED(hr))
+    {
+        WARN("Using invalid declaration. Calls to DrawSubset will fail.\n");
+        This->vertex_declaration = NULL;
+    }
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_LockAttributeBuffer(ID3DXMesh *iface, DWORD flags, DWORD **data)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+
+    TRACE("iface %p, flags %#x, data %p.\n", iface, flags, data);
+
+    InterlockedIncrement(&mesh->attrib_buffer_lock_count);
+
+    if (!(flags & D3DLOCK_READONLY))
+    {
+        D3DXATTRIBUTERANGE *attrib_table = mesh->attrib_table;
+        mesh->attrib_table_size = 0;
+        mesh->attrib_table = NULL;
+        HeapFree(GetProcessHeap(), 0, attrib_table);
+    }
+
+    *data = mesh->attrib_buffer;
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_UnlockAttributeBuffer(ID3DXMesh *iface)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+    int lock_count;
+
+    TRACE("iface %p.\n", iface);
+
+    lock_count = InterlockedDecrement(&mesh->attrib_buffer_lock_count);
+    if (lock_count < 0)
+    {
+        InterlockedIncrement(&mesh->attrib_buffer_lock_count);
+        return D3DERR_INVALIDCALL;
+    }
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_Optimize(ID3DXMesh *iface, DWORD flags, const DWORD *adjacency_in,
+        DWORD *adjacency_out, DWORD *face_remap, ID3DXBuffer **vertex_remap, ID3DXMesh **opt_mesh)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+    HRESULT hr;
+    D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = { D3DDECL_END() };
+    ID3DXMesh *optimized_mesh;
+
+    TRACE("iface %p, flags %#x, adjacency_in %p, adjacency_out %p, face_remap %p, vertex_remap %p, opt_mesh %p.\n",
+            iface, flags, adjacency_in, adjacency_out, face_remap, vertex_remap, opt_mesh);
+
+    if (!opt_mesh)
+        return D3DERR_INVALIDCALL;
+
+    hr = iface->lpVtbl->GetDeclaration(iface, declaration);
+    if (FAILED(hr)) return hr;
+
+    if (FAILED(hr = iface->lpVtbl->CloneMesh(iface, mesh->options, declaration, mesh->device, &optimized_mesh)))
+        return hr;
+
+    hr = optimized_mesh->lpVtbl->OptimizeInplace(optimized_mesh, flags, adjacency_in, adjacency_out, face_remap, vertex_remap);
+    if (SUCCEEDED(hr))
+        *opt_mesh = optimized_mesh;
+    else
+        IUnknown_Release(optimized_mesh);
+    return hr;
+}
+
+/* Creates a vertex_remap that removes unused vertices.
+ * Indices are updated according to the vertex_remap. */
+static HRESULT compact_mesh(struct d3dx9_mesh *This, DWORD *indices,
+        DWORD *new_num_vertices, ID3DXBuffer **vertex_remap)
+{
+    HRESULT hr;
+    DWORD *vertex_remap_ptr;
+    DWORD num_used_vertices;
+    DWORD i;
+
+    hr = D3DXCreateBuffer(This->numvertices * sizeof(DWORD), vertex_remap);
+    if (FAILED(hr)) return hr;
+    vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(*vertex_remap);
+
+    for (i = 0; i < This->numfaces * 3; i++)
+        vertex_remap_ptr[indices[i]] = 1;
+
+    /* create old->new vertex mapping */
+    num_used_vertices = 0;
+    for (i = 0; i < This->numvertices; i++) {
+        if (vertex_remap_ptr[i])
+            vertex_remap_ptr[i] = num_used_vertices++;
+        else
+            vertex_remap_ptr[i] = -1;
+    }
+    /* convert indices */
+    for (i = 0; i < This->numfaces * 3; i++)
+        indices[i] = vertex_remap_ptr[indices[i]];
+
+    /* create new->old vertex mapping */
+    num_used_vertices = 0;
+    for (i = 0; i < This->numvertices; i++) {
+        if (vertex_remap_ptr[i] != -1)
+            vertex_remap_ptr[num_used_vertices++] = i;
+    }
+    for (i = num_used_vertices; i < This->numvertices; i++)
+        vertex_remap_ptr[i] = -1;
+
+    *new_num_vertices = num_used_vertices;
+
+    return D3D_OK;
+}
+
+/* count the number of unique attribute values in a sorted attribute buffer */
+static DWORD count_attributes(const DWORD *attrib_buffer, DWORD numfaces)
+{
+    DWORD last_attribute = attrib_buffer[0];
+    DWORD attrib_table_size = 1;
+    DWORD i;
+    for (i = 1; i < numfaces; i++) {
+        if (attrib_buffer[i] != last_attribute) {
+            last_attribute = attrib_buffer[i];
+            attrib_table_size++;
+        }
+    }
+    return attrib_table_size;
+}
+
+static void fill_attribute_table(DWORD *attrib_buffer, DWORD numfaces, void *indices,
+                                 BOOL is_32bit_indices, D3DXATTRIBUTERANGE *attrib_table)
+{
+    DWORD attrib_table_size = 0;
+    DWORD last_attribute = attrib_buffer[0];
+    DWORD min_vertex, max_vertex;
+    DWORD i;
+
+    attrib_table[0].AttribId = last_attribute;
+    attrib_table[0].FaceStart = 0;
+    min_vertex = (DWORD)-1;
+    max_vertex = 0;
+    for (i = 0; i < numfaces; i++) {
+        DWORD j;
+
+        if (attrib_buffer[i] != last_attribute) {
+            last_attribute = attrib_buffer[i];
+            attrib_table[attrib_table_size].FaceCount = i - attrib_table[attrib_table_size].FaceStart;
+            attrib_table[attrib_table_size].VertexStart = min_vertex;
+            attrib_table[attrib_table_size].VertexCount = max_vertex - min_vertex + 1;
+            attrib_table_size++;
+            attrib_table[attrib_table_size].AttribId = attrib_buffer[i];
+            attrib_table[attrib_table_size].FaceStart = i;
+            min_vertex = (DWORD)-1;
+            max_vertex = 0;
+        }
+        for (j = 0; j < 3; j++) {
+            DWORD vertex_index = is_32bit_indices ? ((DWORD*)indices)[i * 3 + j] : ((WORD*)indices)[i * 3 + j];
+            if (vertex_index < min_vertex)
+                min_vertex = vertex_index;
+            if (vertex_index > max_vertex)
+                max_vertex = vertex_index;
+        }
+    }
+    attrib_table[attrib_table_size].FaceCount = i - attrib_table[attrib_table_size].FaceStart;
+    attrib_table[attrib_table_size].VertexStart = min_vertex;
+    attrib_table[attrib_table_size].VertexCount = max_vertex - min_vertex + 1;
+    attrib_table_size++;
+}
+
+static int attrib_entry_compare(const DWORD **a, const DWORD **b)
+{
+    const DWORD *ptr_a = *a;
+    const DWORD *ptr_b = *b;
+    int delta = *ptr_a - *ptr_b;
+
+    if (delta)
+        return delta;
+
+    delta = ptr_a - ptr_b; /* for stable sort */
+    return delta;
+}
+
+/* Create face_remap, a new attribute buffer for attribute sort optimization. */
+static HRESULT remap_faces_for_attrsort(struct d3dx9_mesh *This, const DWORD *indices,
+        DWORD *attrib_buffer, DWORD **sorted_attrib_buffer, DWORD **face_remap)
+{
+    DWORD **sorted_attrib_ptr_buffer = NULL;
+    DWORD i;
+
+    sorted_attrib_ptr_buffer = HeapAlloc(GetProcessHeap(), 0, This->numfaces * sizeof(*sorted_attrib_ptr_buffer));
+    if (!sorted_attrib_ptr_buffer)
+        return E_OUTOFMEMORY;
+
+    *face_remap = HeapAlloc(GetProcessHeap(), 0, This->numfaces * sizeof(**face_remap));
+    if (!*face_remap)
+    {
+        HeapFree(GetProcessHeap(), 0, sorted_attrib_ptr_buffer);
+        return E_OUTOFMEMORY;
+    }
+
+    for (i = 0; i < This->numfaces; i++)
+        sorted_attrib_ptr_buffer[i] = &attrib_buffer[i];
+    qsort(sorted_attrib_ptr_buffer, This->numfaces, sizeof(*sorted_attrib_ptr_buffer),
+         (int(*)(const void *, const void *))attrib_entry_compare);
+
+    for (i = 0; i < This->numfaces; i++)
+    {
+        DWORD old_face = sorted_attrib_ptr_buffer[i] - attrib_buffer;
+        (*face_remap)[old_face] = i;
+    }
+
+    /* overwrite sorted_attrib_ptr_buffer with the values themselves */
+    *sorted_attrib_buffer = (DWORD*)sorted_attrib_ptr_buffer;
+    for (i = 0; i < This->numfaces; i++)
+        (*sorted_attrib_buffer)[(*face_remap)[i]] = attrib_buffer[i];
+
+    return D3D_OK;
+}
+
+static HRESULT WINAPI d3dx9_mesh_OptimizeInplace(ID3DXMesh *iface, DWORD flags, const DWORD *adjacency_in,
+        DWORD *adjacency_out, DWORD *face_remap_out, ID3DXBuffer **vertex_remap_out)
+{
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(iface);
+    void *indices = NULL;
+    DWORD *attrib_buffer = NULL;
+    HRESULT hr;
+    ID3DXBuffer *vertex_remap = NULL;
+    DWORD *face_remap = NULL; /* old -> new mapping */
+    DWORD *dword_indices = NULL;
+    DWORD new_num_vertices = 0;
+    DWORD new_num_alloc_vertices = 0;
+    IDirect3DVertexBuffer9 *vertex_buffer = NULL;
+    DWORD *sorted_attrib_buffer = NULL;
+    DWORD i;
+
+    TRACE("iface %p, flags %#x, adjacency_in %p, adjacency_out %p, face_remap_out %p, vertex_remap_out %p.\n",
+            iface, flags, adjacency_in, adjacency_out, face_remap_out, vertex_remap_out);
+
+    if (!flags)
+        return D3DERR_INVALIDCALL;
+    if (!adjacency_in && (flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER)))
+        return D3DERR_INVALIDCALL;
+    if ((flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER)) == (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER))
+        return D3DERR_INVALIDCALL;
+
+    if (flags & (D3DXMESHOPT_VERTEXCACHE | D3DXMESHOPT_STRIPREORDER))
+    {
+        if (flags & D3DXMESHOPT_VERTEXCACHE)
+            FIXME("D3DXMESHOPT_VERTEXCACHE not implemented.\n");
+        if (flags & D3DXMESHOPT_STRIPREORDER)
+            FIXME("D3DXMESHOPT_STRIPREORDER not implemented.\n");
+        return E_NOTIMPL;
+    }
+
+    hr = iface->lpVtbl->LockIndexBuffer(iface, 0, &indices);
+    if (FAILED(hr)) goto cleanup;
+
+    dword_indices = HeapAlloc(GetProcessHeap(), 0, This->numfaces * 3 * sizeof(DWORD));
+    if (!dword_indices) return E_OUTOFMEMORY;
+    if (This->options & D3DXMESH_32BIT) {
+        memcpy(dword_indices, indices, This->numfaces * 3 * sizeof(DWORD));
+    } else {
+        WORD *word_indices = indices;
+        for (i = 0; i < This->numfaces * 3; i++)
+            dword_indices[i] = *word_indices++;
+    }
+
+    if ((flags & (D3DXMESHOPT_COMPACT | D3DXMESHOPT_IGNOREVERTS | D3DXMESHOPT_ATTRSORT)) == D3DXMESHOPT_COMPACT)
+    {
+        new_num_alloc_vertices = This->numvertices;
+        hr = compact_mesh(This, dword_indices, &new_num_vertices, &vertex_remap);
+        if (FAILED(hr)) goto cleanup;
+    } else if (flags & D3DXMESHOPT_ATTRSORT) {
+        if (!(flags & D3DXMESHOPT_IGNOREVERTS))
+            FIXME("D3DXMESHOPT_ATTRSORT vertex reordering not implemented.\n");
+
+        hr = iface->lpVtbl->LockAttributeBuffer(iface, 0, &attrib_buffer);
+        if (FAILED(hr)) goto cleanup;
+
+        hr = remap_faces_for_attrsort(This, dword_indices, attrib_buffer, &sorted_attrib_buffer, &face_remap);
+        if (FAILED(hr)) goto cleanup;
+    }
+
+    if (vertex_remap)
+    {
+        /* reorder the vertices using vertex_remap */
+        D3DVERTEXBUFFER_DESC vertex_desc;
+        DWORD *vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(vertex_remap);
+        DWORD vertex_size = iface->lpVtbl->GetNumBytesPerVertex(iface);
+        BYTE *orig_vertices;
+        BYTE *new_vertices;
+
+        hr = IDirect3DVertexBuffer9_GetDesc(This->vertex_buffer, &vertex_desc);
+        if (FAILED(hr)) goto cleanup;
+
+        hr = IDirect3DDevice9_CreateVertexBuffer(This->device, new_num_alloc_vertices * vertex_size,
+                vertex_desc.Usage, This->fvf, vertex_desc.Pool, &vertex_buffer, NULL);
+        if (FAILED(hr)) goto cleanup;
+
+        hr = IDirect3DVertexBuffer9_Lock(This->vertex_buffer, 0, 0, (void**)&orig_vertices, D3DLOCK_READONLY);
+        if (FAILED(hr)) goto cleanup;
+
+        hr = IDirect3DVertexBuffer9_Lock(vertex_buffer, 0, 0, (void**)&new_vertices, 0);
+        if (FAILED(hr)) {
+            IDirect3DVertexBuffer9_Unlock(This->vertex_buffer);
+            goto cleanup;
+        }
+
+        for (i = 0; i < new_num_vertices; i++)
+            memcpy(new_vertices + i * vertex_size, orig_vertices + vertex_remap_ptr[i] * vertex_size, vertex_size);
+
+        IDirect3DVertexBuffer9_Unlock(This->vertex_buffer);
+        IDirect3DVertexBuffer9_Unlock(vertex_buffer);
+    } else if (vertex_remap_out) {
+        DWORD *vertex_remap_ptr;
+
+        hr = D3DXCreateBuffer(This->numvertices * sizeof(DWORD), &vertex_remap);
+        if (FAILED(hr)) goto cleanup;
+        vertex_remap_ptr = ID3DXBuffer_GetBufferPointer(vertex_remap);
+        for (i = 0; i < This->numvertices; i++)
+            *vertex_remap_ptr++ = i;
+    }
+
+    if (flags & D3DXMESHOPT_ATTRSORT)
+    {
+        D3DXATTRIBUTERANGE *attrib_table;
+        DWORD attrib_table_size;
+
+        attrib_table_size = count_attributes(sorted_attrib_buffer, This->numfaces);
+        attrib_table = HeapAlloc(GetProcessHeap(), 0, attrib_table_size * sizeof(*attrib_table));
+        if (!attrib_table) {
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+
+        memcpy(attrib_buffer, sorted_attrib_buffer, This->numfaces * sizeof(*attrib_buffer));
+
+        /* reorder the indices using face_remap */
+        if (This->options & D3DXMESH_32BIT) {
+            for (i = 0; i < This->numfaces; i++)
+                memcpy((DWORD*)indices + face_remap[i] * 3, dword_indices + i * 3, 3 * sizeof(DWORD));
+        } else {
+            WORD *word_indices = indices;
+            for (i = 0; i < This->numfaces; i++) {
+                DWORD new_pos = face_remap[i] * 3;
+                DWORD old_pos = i * 3;
+                word_indices[new_pos++] = dword_indices[old_pos++];
+                word_indices[new_pos++] = dword_indices[old_pos++];
+                word_indices[new_pos] = dword_indices[old_pos];
+            }
+        }
+
+        fill_attribute_table(attrib_buffer, This->numfaces, indices,
+                             This->options & D3DXMESH_32BIT, attrib_table);
+
+        HeapFree(GetProcessHeap(), 0, This->attrib_table);
+        This->attrib_table = attrib_table;
+        This->attrib_table_size = attrib_table_size;
+    } else {
+        if (This->options & D3DXMESH_32BIT) {
+            memcpy(indices, dword_indices, This->numfaces * 3 * sizeof(DWORD));
+        } else {
+            WORD *word_indices = indices;
+            for (i = 0; i < This->numfaces * 3; i++)
+                *word_indices++ = dword_indices[i];
+        }
+    }
+
+    if (adjacency_out) {
+        if (face_remap) {
+            for (i = 0; i < This->numfaces; i++) {
+                DWORD old_pos = i * 3;
+                DWORD new_pos = face_remap[i] * 3;
+                adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+                adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+                adjacency_out[new_pos++] = face_remap[adjacency_in[old_pos++]];
+            }
+        } else {
+            memcpy(adjacency_out, adjacency_in, This->numfaces * 3 * sizeof(*adjacency_out));
+        }
+    }
+    if (face_remap_out) {
+        if (face_remap) {
+            for (i = 0; i < This->numfaces; i++)
+                face_remap_out[face_remap[i]] = i;
+        } else {
+            for (i = 0; i < This->numfaces; i++)
+                face_remap_out[i] = i;
+        }
+    }
+    if (vertex_remap_out)
+        *vertex_remap_out = vertex_remap;
+    vertex_remap = NULL;
+
+    if (vertex_buffer) {
+        IDirect3DVertexBuffer9_Release(This->vertex_buffer);
+        This->vertex_buffer = vertex_buffer;
+        vertex_buffer = NULL;
+        This->numvertices = new_num_vertices;
+    }
+
+    hr = D3D_OK;
+cleanup:
+    HeapFree(GetProcessHeap(), 0, sorted_attrib_buffer);
+    HeapFree(GetProcessHeap(), 0, face_remap);
+    HeapFree(GetProcessHeap(), 0, dword_indices);
+    if (vertex_remap) ID3DXBuffer_Release(vertex_remap);
+    if (vertex_buffer) IDirect3DVertexBuffer9_Release(vertex_buffer);
+    if (attrib_buffer) iface->lpVtbl->UnlockAttributeBuffer(iface);
+    if (indices) iface->lpVtbl->UnlockIndexBuffer(iface);
+    return hr;
+}
+
+static HRESULT WINAPI d3dx9_mesh_SetAttributeTable(ID3DXMesh *iface,
+        const D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
+{
+    struct d3dx9_mesh *mesh = impl_from_ID3DXMesh(iface);
+    D3DXATTRIBUTERANGE *new_table = NULL;
+
+    TRACE("iface %p, attrib_table %p, attrib_table_size %u.\n", iface, attrib_table, attrib_table_size);
+
+    if (attrib_table_size) {
+        size_t size = attrib_table_size * sizeof(*attrib_table);
+
+        new_table = HeapAlloc(GetProcessHeap(), 0, size);
+        if (!new_table)
+            return E_OUTOFMEMORY;
+
+        CopyMemory(new_table, attrib_table, size);
+    } else if (attrib_table) {
+        return D3DERR_INVALIDCALL;
+    }
+    HeapFree(GetProcessHeap(), 0, mesh->attrib_table);
+    mesh->attrib_table = new_table;
+    mesh->attrib_table_size = attrib_table_size;
+
+    return D3D_OK;
+}
+
+static const struct ID3DXMeshVtbl D3DXMesh_Vtbl =
+{
+    d3dx9_mesh_QueryInterface,
+    d3dx9_mesh_AddRef,
+    d3dx9_mesh_Release,
+    d3dx9_mesh_DrawSubset,
+    d3dx9_mesh_GetNumFaces,
+    d3dx9_mesh_GetNumVertices,
+    d3dx9_mesh_GetFVF,
+    d3dx9_mesh_GetDeclaration,
+    d3dx9_mesh_GetNumBytesPerVertex,
+    d3dx9_mesh_GetOptions,
+    d3dx9_mesh_GetDevice,
+    d3dx9_mesh_CloneMeshFVF,
+    d3dx9_mesh_CloneMesh,
+    d3dx9_mesh_GetVertexBuffer,
+    d3dx9_mesh_GetIndexBuffer,
+    d3dx9_mesh_LockVertexBuffer,
+    d3dx9_mesh_UnlockVertexBuffer,
+    d3dx9_mesh_LockIndexBuffer,
+    d3dx9_mesh_UnlockIndexBuffer,
+    d3dx9_mesh_GetAttributeTable,
+    d3dx9_mesh_ConvertPointRepsToAdjacency,
+    d3dx9_mesh_ConvertAdjacencyToPointReps,
+    d3dx9_mesh_GenerateAdjacency,
+    d3dx9_mesh_UpdateSemantics,
+    d3dx9_mesh_LockAttributeBuffer,
+    d3dx9_mesh_UnlockAttributeBuffer,
+    d3dx9_mesh_Optimize,
+    d3dx9_mesh_OptimizeInplace,
+    d3dx9_mesh_SetAttributeTable,
+};
+
+
+/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algorithm
+Amy Williams             University of Utah
+Steve Barrus             University of Utah
+R. Keith Morley          University of Utah
+Peter Shirley            University of Utah
+
+International Conference on Computer Graphics and Interactive Techniques  archive
+ACM SIGGRAPH 2005 Courses
+Los Angeles, California
+
+This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
+
+Algorithm: Consider the box as the intersection of three slabs. Clip the ray
+against each slab, if there's anything left of the ray after we're
+done we've got an intersection of the ray with the box. */
+BOOL WINAPI D3DXBoxBoundProbe(const D3DXVECTOR3 *pmin, const D3DXVECTOR3 *pmax,
+        const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
+{
+    FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+    div = 1.0f / praydirection->x;
+    if ( div >= 0.0f )
+    {
+        tmin = ( pmin->x - prayposition->x ) * div;
+        tmax = ( pmax->x - prayposition->x ) * div;
+    }
+    else
+    {
+        tmin = ( pmax->x - prayposition->x ) * div;
+        tmax = ( pmin->x - prayposition->x ) * div;
+    }
+
+    if ( tmax < 0.0f ) return FALSE;
+
+    div = 1.0f / praydirection->y;
+    if ( div >= 0.0f )
+    {
+        tymin = ( pmin->y - prayposition->y ) * div;
+        tymax = ( pmax->y - prayposition->y ) * div;
+    }
+    else
+    {
+        tymin = ( pmax->y - prayposition->y ) * div;
+        tymax = ( pmin->y - prayposition->y ) * div;
+    }
+
+    if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
+
+    if ( tymin > tmin ) tmin = tymin;
+    if ( tymax < tmax ) tmax = tymax;
+
+    div = 1.0f / praydirection->z;
+    if ( div >= 0.0f )
+    {
+        tzmin = ( pmin->z - prayposition->z ) * div;
+        tzmax = ( pmax->z - prayposition->z ) * div;
+    }
+    else
+    {
+        tzmin = ( pmax->z - prayposition->z ) * div;
+        tzmax = ( pmin->z - prayposition->z ) * div;
+    }
+
+    if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
+
+    return TRUE;
+}
+
+HRESULT WINAPI D3DXComputeBoundingBox(const D3DXVECTOR3 *pfirstposition,
+        DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
+{
+    D3DXVECTOR3 vec;
+    unsigned int i;
+
+    if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
+
+    *pmin = *pfirstposition;
+    *pmax = *pmin;
+
+    for(i=0; i<numvertices; i++)
+    {
+        vec = *( (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i) );
+
+        if ( vec.x < pmin->x ) pmin->x = vec.x;
+        if ( vec.x > pmax->x ) pmax->x = vec.x;
+
+        if ( vec.y < pmin->y ) pmin->y = vec.y;
+        if ( vec.y > pmax->y ) pmax->y = vec.y;
+
+        if ( vec.z < pmin->z ) pmin->z = vec.z;
+        if ( vec.z > pmax->z ) pmax->z = vec.z;
+    }
+
+    return D3D_OK;
+}
+
+HRESULT WINAPI D3DXComputeBoundingSphere(const D3DXVECTOR3 *pfirstposition,
+        DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, float *pradius)
+{
+    D3DXVECTOR3 temp;
+    FLOAT d;
+    unsigned int i;
+
+    if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
+
+    temp.x = 0.0f;
+    temp.y = 0.0f;
+    temp.z = 0.0f;
+    *pradius = 0.0f;
+
+    for(i=0; i<numvertices; i++)
+        D3DXVec3Add(&temp, &temp, (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i));
+
+    D3DXVec3Scale(pcenter, &temp, 1.0f / numvertices);
+
+    for(i=0; i<numvertices; i++)
+    {
+        d = D3DXVec3Length(D3DXVec3Subtract(&temp, (const D3DXVECTOR3*)((const char*)pfirstposition + dwstride * i), pcenter));
+        if ( d > *pradius ) *pradius = d;
+    }
+    return D3D_OK;
+}
+
+static void append_decl_element(D3DVERTEXELEMENT9 *declaration, UINT *idx, UINT *offset,
+        D3DDECLTYPE type, D3DDECLUSAGE usage, UINT usage_idx)
+{
+    declaration[*idx].Stream = 0;
+    declaration[*idx].Offset = *offset;
+    declaration[*idx].Type = type;
+    declaration[*idx].Method = D3DDECLMETHOD_DEFAULT;
+    declaration[*idx].Usage = usage;
+    declaration[*idx].UsageIndex = usage_idx;
+
+    *offset += d3dx_decltype_size[type];
+    ++(*idx);
+}
+
+/*************************************************************************
+ * D3DXDeclaratorFromFVF
+ */
+HRESULT WINAPI D3DXDeclaratorFromFVF(DWORD fvf, D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE])
+{
+    static const D3DVERTEXELEMENT9 end_element = D3DDECL_END();
+    DWORD tex_count = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
+    unsigned int offset = 0;
+    unsigned int idx = 0;
+    unsigned int i;
+
+    TRACE("fvf %#x, declaration %p.\n", fvf, declaration);
+
+    if (fvf & (D3DFVF_RESERVED0 | D3DFVF_RESERVED2)) return D3DERR_INVALIDCALL;
+
+    if (fvf & D3DFVF_POSITION_MASK)
+    {
+        BOOL has_blend = (fvf & D3DFVF_XYZB5) >= D3DFVF_XYZB1;
+        DWORD blend_count = 1 + (((fvf & D3DFVF_XYZB5) - D3DFVF_XYZB1) >> 1);
+        BOOL has_blend_idx = (fvf & D3DFVF_LASTBETA_D3DCOLOR) || (fvf & D3DFVF_LASTBETA_UBYTE4);
+
+        if (has_blend_idx) --blend_count;
+
+        if ((fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZW
+                || (has_blend && blend_count > 4))
+            return D3DERR_INVALIDCALL;
+
+        if ((fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW)
+            append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_POSITIONT, 0);
+        else
+            append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_POSITION, 0);
+
+        if (has_blend)
+        {
+            switch (blend_count)
+            {
+                 case 0:
+                    break;
+                 case 1:
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_BLENDWEIGHT, 0);
+                    break;
+                 case 2:
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT2, D3DDECLUSAGE_BLENDWEIGHT, 0);
+                    break;
+                 case 3:
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_BLENDWEIGHT, 0);
+                    break;
+                 case 4:
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_BLENDWEIGHT, 0);
+                    break;
+                 default:
+                     ERR("Invalid blend count %u.\n", blend_count);
+                     break;
+            }
+
+            if (has_blend_idx)
+            {
+                if (fvf & D3DFVF_LASTBETA_UBYTE4)
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_UBYTE4, D3DDECLUSAGE_BLENDINDICES, 0);
+                else if (fvf & D3DFVF_LASTBETA_D3DCOLOR)
+                    append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_BLENDINDICES, 0);
+            }
+        }
+    }
+
+    if (fvf & D3DFVF_NORMAL)
+        append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_NORMAL, 0);
+    if (fvf & D3DFVF_PSIZE)
+        append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_PSIZE, 0);
+    if (fvf & D3DFVF_DIFFUSE)
+        append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_COLOR, 0);
+    if (fvf & D3DFVF_SPECULAR)
+        append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_D3DCOLOR, D3DDECLUSAGE_COLOR, 1);
+
+    for (i = 0; i < tex_count; ++i)
+    {
+        switch ((fvf >> (16 + 2 * i)) & 0x03)
+        {
+            case D3DFVF_TEXTUREFORMAT1:
+                append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT1, D3DDECLUSAGE_TEXCOORD, i);
+                break;
+            case D3DFVF_TEXTUREFORMAT2:
+                append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT2, D3DDECLUSAGE_TEXCOORD, i);
+                break;
+            case D3DFVF_TEXTUREFORMAT3:
+                append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT3, D3DDECLUSAGE_TEXCOORD, i);
+                break;
+            case D3DFVF_TEXTUREFORMAT4:
+                append_decl_element(declaration, &idx, &offset, D3DDECLTYPE_FLOAT4, D3DDECLUSAGE_TEXCOORD, i);
+                break;
+        }
+    }
+
+    declaration[idx] = end_element;
+
+    return D3D_OK;
+}
+
+/*************************************************************************
+ * D3DXFVFFromDeclarator
+ */
+HRESULT WINAPI D3DXFVFFromDeclarator(const D3DVERTEXELEMENT9 *declaration, DWORD *fvf)
+{
+    unsigned int i = 0, texture, offset;
+
+    TRACE("(%p, %p)\n", declaration, fvf);
+
+    *fvf = 0;
+    if (declaration[0].Type == D3DDECLTYPE_FLOAT3 && declaration[0].Usage == D3DDECLUSAGE_POSITION)
+    {
+        if ((declaration[1].Type == D3DDECLTYPE_FLOAT4 && declaration[1].Usage == D3DDECLUSAGE_BLENDWEIGHT &&
+             declaration[1].UsageIndex == 0) &&
+            (declaration[2].Type == D3DDECLTYPE_FLOAT1 && declaration[2].Usage == D3DDECLUSAGE_BLENDINDICES &&
+             declaration[2].UsageIndex == 0))
+        {
+            return D3DERR_INVALIDCALL;
+        }
+        else if ((declaration[1].Type == D3DDECLTYPE_UBYTE4 || declaration[1].Type == D3DDECLTYPE_D3DCOLOR) &&
+                 declaration[1].Usage == D3DDECLUSAGE_BLENDINDICES && declaration[1].UsageIndex == 0)
+        {
+            if (declaration[1].Type == D3DDECLTYPE_UBYTE4)
+            {
+                *fvf |= D3DFVF_XYZB1 | D3DFVF_LASTBETA_UBYTE4;
+            }
+            else
+            {
+                *fvf |= D3DFVF_XYZB1 | D3DFVF_LASTBETA_D3DCOLOR;
+            }
+            i = 2;
+        }
+        else if (declaration[1].Type <= D3DDECLTYPE_FLOAT4 && declaration[1].Usage == D3DDECLUSAGE_BLENDWEIGHT &&
+                 declaration[1].UsageIndex == 0)
+        {
+            if ((declaration[2].Type == D3DDECLTYPE_UBYTE4 || declaration[2].Type == D3DDECLTYPE_D3DCOLOR) &&
+                declaration[2].Usage == D3DDECLUSAGE_BLENDINDICES && declaration[2].UsageIndex == 0)
+            {
+                if (declaration[2].Type == D3DDECLTYPE_UBYTE4)
+                {
+                    *fvf |= D3DFVF_LASTBETA_UBYTE4;
+                }
+                else
+                {
+                    *fvf |= D3DFVF_LASTBETA_D3DCOLOR;
+                }
+                switch (declaration[1].Type)
+                {
+                    case D3DDECLTYPE_FLOAT1: *fvf |= D3DFVF_XYZB2; break;
+                    case D3DDECLTYPE_FLOAT2: *fvf |= D3DFVF_XYZB3; break;
+                    case D3DDECLTYPE_FLOAT3: *fvf |= D3DFVF_XYZB4; break;
+                    case D3DDECLTYPE_FLOAT4: *fvf |= D3DFVF_XYZB5; break;
+                }
+                i = 3;
+            }
+            else
+            {
+                switch (declaration[1].Type)
+                {
+                    case D3DDECLTYPE_FLOAT1: *fvf |= D3DFVF_XYZB1; break;
+                    case D3DDECLTYPE_FLOAT2: *fvf |= D3DFVF_XYZB2; break;
+                    case D3DDECLTYPE_FLOAT3: *fvf |= D3DFVF_XYZB3; break;
+                    case D3DDECLTYPE_FLOAT4: *fvf |= D3DFVF_XYZB4; break;
+                }
+                i = 2;
+            }
+        }
+        else
+        {
+            *fvf |= D3DFVF_XYZ;
+            i = 1;
+        }
+    }
+    else if (declaration[0].Type == D3DDECLTYPE_FLOAT4 && declaration[0].Usage == D3DDECLUSAGE_POSITIONT &&
+             declaration[0].UsageIndex == 0)
+    {
+        *fvf |= D3DFVF_XYZRHW;
+        i = 1;
+    }
+
+    if (declaration[i].Type == D3DDECLTYPE_FLOAT3 && declaration[i].Usage == D3DDECLUSAGE_NORMAL)
+    {
+        *fvf |= D3DFVF_NORMAL;
+        i++;
+    }
+    if (declaration[i].Type == D3DDECLTYPE_FLOAT1 && declaration[i].Usage == D3DDECLUSAGE_PSIZE &&
+        declaration[i].UsageIndex == 0)
+    {
+        *fvf |= D3DFVF_PSIZE;
+        i++;
+    }
+    if (declaration[i].Type == D3DDECLTYPE_D3DCOLOR && declaration[i].Usage == D3DDECLUSAGE_COLOR &&
+        declaration[i].UsageIndex == 0)
+    {
+        *fvf |= D3DFVF_DIFFUSE;
+        i++;
+    }
+    if (declaration[i].Type == D3DDECLTYPE_D3DCOLOR && declaration[i].Usage == D3DDECLUSAGE_COLOR &&
+        declaration[i].UsageIndex == 1)
+    {
+        *fvf |= D3DFVF_SPECULAR;
+        i++;
+    }
+
+    for (texture = 0; texture < D3DDP_MAXTEXCOORD; i++, texture++)
+    {
+        if (declaration[i].Stream == 0xFF)
+        {
+            break;
+        }
+        else if (declaration[i].Type == D3DDECLTYPE_FLOAT1 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
+                 declaration[i].UsageIndex == texture)
+        {
+            *fvf |= D3DFVF_TEXCOORDSIZE1(declaration[i].UsageIndex);
+        }
+        else if (declaration[i].Type == D3DDECLTYPE_FLOAT2 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
+                 declaration[i].UsageIndex == texture)
+        {
+            *fvf |= D3DFVF_TEXCOORDSIZE2(declaration[i].UsageIndex);
+        }
+        else if (declaration[i].Type == D3DDECLTYPE_FLOAT3 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
+                 declaration[i].UsageIndex == texture)
+        {
+            *fvf |= D3DFVF_TEXCOORDSIZE3(declaration[i].UsageIndex);
+        }
+        else if (declaration[i].Type == D3DDECLTYPE_FLOAT4 && declaration[i].Usage == D3DDECLUSAGE_TEXCOORD &&
+                 declaration[i].UsageIndex == texture)
+        {
+            *fvf |= D3DFVF_TEXCOORDSIZE4(declaration[i].UsageIndex);
+        }
+        else
+        {
+            return D3DERR_INVALIDCALL;
+        }
+    }
+
+    *fvf |= (texture << D3DFVF_TEXCOUNT_SHIFT);
+
+    for (offset = 0, i = 0; declaration[i].Stream != 0xFF;
+         offset += d3dx_decltype_size[declaration[i].Type], i++)
+    {
+        if (declaration[i].Offset != offset)
+        {
+            return D3DERR_INVALIDCALL;
+        }
+    }
+
+    return D3D_OK;
+}
+
+/*************************************************************************
+ * D3DXGetFVFVertexSize
+ */
+static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
+{
+    return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
+}
+
+UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
+{
+    DWORD size = 0;
+    UINT i;
+    UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
+
+    if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
+    if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
+    if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
+    if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);
+
+    switch (FVF & D3DFVF_POSITION_MASK)
+    {
+        case D3DFVF_XYZ:    size += sizeof(D3DXVECTOR3); break;
+        case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break;
+        case D3DFVF_XYZB1:  size += 4 * sizeof(FLOAT); break;
+        case D3DFVF_XYZB2:  size += 5 * sizeof(FLOAT); break;
+        case D3DFVF_XYZB3:  size += 6 * sizeof(FLOAT); break;
+        case D3DFVF_XYZB4:  size += 7 * sizeof(FLOAT); break;
+        case D3DFVF_XYZB5:  size += 8 * sizeof(FLOAT); break;
+        case D3DFVF_XYZW:   size += 4 * sizeof(FLOAT); break;
+    }
+
+    for (i = 0; i < numTextures; i++)
+    {
+        size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
+    }
+
+    return size;
+}
+
+/*************************************************************************
+ * D3DXGetDeclVertexSize
+ */
+UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
+{
+    const D3DVERTEXELEMENT9 *element;
+    UINT size = 0;
+
+    TRACE("decl %p, stream_idx %u\n", decl, stream_idx);
+
+    if (!decl) return 0;
+
+    for (element = decl; element->Stream != 0xff; ++element)
+    {
+        UINT type_size;
+
+        if (element->Stream != stream_idx) continue;
+
+        if (element->Type >= sizeof(d3dx_decltype_size) / sizeof(*d3dx_decltype_size))
+        {
+            FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
+            continue;
+        }
+
+        type_size = d3dx_decltype_size[element->Type];
+        if (element->Offset + type_size > size) size = element->Offset + type_size;
+    }
+
+    return size;
+}
+
+/*************************************************************************
+ * D3DXGetDeclLength
+ */
+UINT WINAPI D3DXGetDeclLength(const D3DVERTEXELEMENT9 *decl)
+{
+    const D3DVERTEXELEMENT9 *element;
+
+    TRACE("decl %p\n", decl);
+
+    /* null decl results in exception on Windows XP */
+
+    for (element = decl; element->Stream != 0xff; ++element);
+
+    return element - decl;
+}
+
+BOOL WINAPI D3DXIntersectTri(const D3DXVECTOR3 *p0, const D3DXVECTOR3 *p1, const D3DXVECTOR3 *p2,
+        const D3DXVECTOR3 *praypos, const D3DXVECTOR3 *praydir, float *pu, float *pv, float *pdist)
+{
+    D3DXMATRIX m;
+    D3DXVECTOR4 vec;
+
+    TRACE("p0 %p, p1 %p, p2 %p, praypos %p, praydir %p, pu %p, pv %p, pdist %p.\n",
+            p0, p1, p2, praypos, praydir, pu, pv, pdist);
+
+    m.u.m[0][0] = p1->x - p0->x;
+    m.u.m[1][0] = p2->x - p0->x;
+    m.u.m[2][0] = -praydir->x;
+    m.u.m[3][0] = 0.0f;
+    m.u.m[0][1] = p1->y - p0->y;
+    m.u.m[1][1] = p2->y - p0->y;
+    m.u.m[2][1] = -praydir->y;
+    m.u.m[3][1] = 0.0f;
+    m.u.m[0][2] = p1->z - p0->z;
+    m.u.m[1][2] = p2->z - p0->z;
+    m.u.m[2][2] = -praydir->z;
+    m.u.m[3][2] = 0.0f;
+    m.u.m[0][3] = 0.0f;
+    m.u.m[1][3] = 0.0f;
+    m.u.m[2][3] = 0.0f;
+    m.u.m[3][3] = 1.0f;
+
+    vec.x = praypos->x - p0->x;
+    vec.y = praypos->y - p0->y;
+    vec.z = praypos->z - p0->z;
+    vec.w = 0.0f;
+
+    if ( D3DXMatrixInverse(&m, NULL, &m) )
+    {
+        D3DXVec4Transform(&vec, &vec, &m);
+        if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
+        {
+            if (pu) *pu = vec.x;
+            if (pv) *pv = vec.y;
+            if (pdist) *pdist = fabsf( vec.z );
+            return TRUE;
+        }
+    }
+
+    return FALSE;
+}
+
+BOOL WINAPI D3DXSphereBoundProbe(const D3DXVECTOR3 *pcenter, float radius,
+        const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
+{
+    D3DXVECTOR3 difference;
+    FLOAT a, b, c, d;
+
+    a = D3DXVec3LengthSq(praydirection);
+    if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
+    b = D3DXVec3Dot(&difference, praydirection);
+    c = D3DXVec3LengthSq(&difference) - radius * radius;
+    d = b * b - a * c;
+
+    if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
+    return TRUE;
+}
+
+/*************************************************************************
+ * D3DXCreateMesh
+ */
+HRESULT WINAPI D3DXCreateMesh(DWORD numfaces, DWORD numvertices, DWORD options,
+        const D3DVERTEXELEMENT9 *declaration, struct IDirect3DDevice9 *device, struct ID3DXMesh **mesh)
+{
+    HRESULT hr;
+    DWORD fvf;
+    IDirect3DVertexDeclaration9 *vertex_declaration;
+    UINT vertex_declaration_size;
+    UINT num_elem;
+    IDirect3DVertexBuffer9 *vertex_buffer;
+    IDirect3DIndexBuffer9 *index_buffer;
+    DWORD *attrib_buffer;
+    struct d3dx9_mesh *object;
+    DWORD index_usage = 0;
+    D3DPOOL index_pool = D3DPOOL_DEFAULT;
+    D3DFORMAT index_format = D3DFMT_INDEX16;
+    DWORD vertex_usage = 0;
+    D3DPOOL vertex_pool = D3DPOOL_DEFAULT;
+    int i;
+
+    TRACE("numfaces %u, numvertices %u, options %#x, declaration %p, device %p, mesh %p.\n",
+            numfaces, numvertices, options, declaration, device, mesh);
+
+    if (numfaces == 0 || numvertices == 0 || declaration == NULL || device == NULL || mesh == NULL ||
+        /* D3DXMESH_VB_SHARE is for cloning, and D3DXMESH_USEHWONLY is for ConvertToBlendedMesh */
+        (options & (D3DXMESH_VB_SHARE | D3DXMESH_USEHWONLY | 0xfffe0000)))
+    {
+        return D3DERR_INVALIDCALL;
+    }
+    for (i = 0; declaration[i].Stream != 0xff; i++)
+        if (declaration[i].Stream != 0)
+            return D3DERR_INVALIDCALL;
+    num_elem = i + 1;
+
+    if (options & D3DXMESH_32BIT)
+        index_format = D3DFMT_INDEX32;
+
+    if (options & D3DXMESH_DONOTCLIP) {
+        index_usage |= D3DUSAGE_DONOTCLIP;
+        vertex_usage |= D3DUSAGE_DONOTCLIP;
+    }
+    if (options & D3DXMESH_POINTS) {
+        index_usage |= D3DUSAGE_POINTS;
+        vertex_usage |= D3DUSAGE_POINTS;
+    }
+    if (options & D3DXMESH_RTPATCHES) {
+        index_usage |= D3DUSAGE_RTPATCHES;
+        vertex_usage |= D3DUSAGE_RTPATCHES;
+    }
+    if (options & D3DXMESH_NPATCHES) {
+        index_usage |= D3DUSAGE_NPATCHES;
+        vertex_usage |= D3DUSAGE_NPATCHES;
+    }
+
+    if (options & D3DXMESH_VB_SYSTEMMEM)
+        vertex_pool = D3DPOOL_SYSTEMMEM;
+    else if (options & D3DXMESH_VB_MANAGED)
+        vertex_pool = D3DPOOL_MANAGED;
+
+    if (options & D3DXMESH_VB_WRITEONLY)
+        vertex_usage |= D3DUSAGE_WRITEONLY;
+    if (options & D3DXMESH_VB_DYNAMIC)
+        vertex_usage |= D3DUSAGE_DYNAMIC;
+    if (options & D3DXMESH_VB_SOFTWAREPROCESSING)
+        vertex_usage |= D3DUSAGE_SOFTWAREPROCESSING;
+
+    if (options & D3DXMESH_IB_SYSTEMMEM)
+        index_pool = D3DPOOL_SYSTEMMEM;
+    else if (options & D3DXMESH_IB_MANAGED)
+        index_pool = D3DPOOL_MANAGED;
+
+    if (options & D3DXMESH_IB_WRITEONLY)
+        index_usage |= D3DUSAGE_WRITEONLY;
+    if (options & D3DXMESH_IB_DYNAMIC)
+        index_usage |= D3DUSAGE_DYNAMIC;
+    if (options & D3DXMESH_IB_SOFTWAREPROCESSING)
+        index_usage |= D3DUSAGE_SOFTWAREPROCESSING;
+
+    hr = D3DXFVFFromDeclarator(declaration, &fvf);
+    if (hr != D3D_OK)
+    {
+        fvf = 0;
+    }
+
+    /* Create vertex declaration */
+    hr = IDirect3DDevice9_CreateVertexDeclaration(device,
+                                                  declaration,
+                                                  &vertex_declaration);
+    if (FAILED(hr))
+    {
+        WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexDeclaration.\n",hr);
+        return hr;
+    }
+    vertex_declaration_size = D3DXGetDeclVertexSize(declaration, declaration[0].Stream);
+
+    /* Create vertex buffer */
+    hr = IDirect3DDevice9_CreateVertexBuffer(device,
+                                             numvertices * vertex_declaration_size,
+                                             vertex_usage,
+                                             fvf,
+                                             vertex_pool,
+                                             &vertex_buffer,
+                                             NULL);
+    if (FAILED(hr))
+    {
+        WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexBuffer.\n",hr);
+        IDirect3DVertexDeclaration9_Release(vertex_declaration);
+        return hr;
+    }
+
+    /* Create index buffer */
+    hr = IDirect3DDevice9_CreateIndexBuffer(device,
+                                            numfaces * 3 * ((index_format == D3DFMT_INDEX16) ? 2 : 4),
+                                            index_usage,
+                                            index_format,
+                                            index_pool,
+                                            &index_buffer,
+                                            NULL);
+    if (FAILED(hr))
+    {
+        WARN("Unexpected return value %x from IDirect3DDevice9_CreateVertexBuffer.\n",hr);
+        IDirect3DVertexBuffer9_Release(vertex_buffer);
+        IDirect3DVertexDeclaration9_Release(vertex_declaration);
+        return hr;
+    }
+
+    attrib_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, numfaces * sizeof(*attrib_buffer));
+    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+    if (object == NULL || attrib_buffer == NULL)
+    {
+        HeapFree(GetProcessHeap(), 0, object);
+        HeapFree(GetProcessHeap(), 0, attrib_buffer);
+        IDirect3DIndexBuffer9_Release(index_buffer);
+        IDirect3DVertexBuffer9_Release(vertex_buffer);
+        IDirect3DVertexDeclaration9_Release(vertex_declaration);
+        *mesh = NULL;
+        return E_OUTOFMEMORY;
+    }
+    object->ID3DXMesh_iface.lpVtbl = &D3DXMesh_Vtbl;
+    object->ref = 1;
+
+    object->numfaces = numfaces;
+    object->numvertices = numvertices;
+    object->options = options;
+    object->fvf = fvf;
+    object->device = device;
+    IDirect3DDevice9_AddRef(device);
+
+    copy_declaration(object->cached_declaration, declaration, num_elem);
+    object->vertex_declaration = vertex_declaration;
+    object->vertex_declaration_size = vertex_declaration_size;
+    object->num_elem = num_elem;
+    object->vertex_buffer = vertex_buffer;
+    object->index_buffer = index_buffer;
+    object->attrib_buffer = attrib_buffer;
+
+    *mesh = &object->ID3DXMesh_iface;
+
+    return D3D_OK;
+}
 
 /*************************************************************************
- * D3DXBoxBoundProbe
+ * D3DXCreateMeshFVF
  */
-BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+HRESULT WINAPI D3DXCreateMeshFVF(DWORD numfaces, DWORD numvertices, DWORD options,
+        DWORD fvf, struct IDirect3DDevice9 *device, struct ID3DXMesh **mesh)
+{
+    HRESULT hr;
+    D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE];
+
+    TRACE("(%u, %u, %u, %u, %p, %p)\n", numfaces, numvertices, options, fvf, device, mesh);
+
+    hr = D3DXDeclaratorFromFVF(fvf, declaration);
+    if (FAILED(hr)) return hr;
+
+    return D3DXCreateMesh(numfaces, numvertices, options, declaration, device, mesh);
+}
+
+
+struct mesh_data {
+    DWORD num_vertices;
+    DWORD num_poly_faces;
+    DWORD num_tri_faces;
+    D3DXVECTOR3 *vertices;
+    DWORD *num_tri_per_face;
+    DWORD *indices;
+
+    DWORD fvf;
+
+    /* optional mesh data */
+
+    DWORD num_normals;
+    D3DXVECTOR3 *normals;
+    DWORD *normal_indices;
+
+    D3DXVECTOR2 *tex_coords;
+
+    DWORD *vertex_colors;
+
+    DWORD num_materials;
+    D3DXMATERIAL *materials;
+    DWORD *material_indices;
+
+    struct ID3DXSkinInfo *skin_info;
+    DWORD nb_bones;
+};
+
+static HRESULT parse_texture_filename(ID3DXFileData *filedata, char **filename_out)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    BYTE *data;
+    char *filename_in;
+    char *filename = NULL;
+
+    /* template TextureFilename {
+     *     STRING filename;
+     * }
+     */
+
+    HeapFree(GetProcessHeap(), 0, *filename_out);
+    *filename_out = NULL;
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /* FIXME: String must be retrieved directly instead of through a pointer once ID3DXFILE is fixed */
+    if (data_size < sizeof(filename_in))
+    {
+        WARN("truncated data (%lu bytes)\n", data_size);
+        filedata->lpVtbl->Unlock(filedata);
+        return E_FAIL;
+    }
+    filename_in = *(char **)data;
+
+    filename = HeapAlloc(GetProcessHeap(), 0, strlen(filename_in) + 1);
+    if (!filename) {
+        filedata->lpVtbl->Unlock(filedata);
+        return E_OUTOFMEMORY;
+    }
+
+    strcpy(filename, filename_in);
+    *filename_out = filename;
+
+    filedata->lpVtbl->Unlock(filedata);
+
+    return D3D_OK;
+}
+
+static HRESULT parse_material(ID3DXFileData *filedata, D3DXMATERIAL *material)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+    GUID type;
+    ID3DXFileData *child;
+    SIZE_T i, nb_children;
+
+    material->pTextureFilename = NULL;
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /*
+     * template ColorRGBA {
+     *     FLOAT red;
+     *     FLOAT green;
+     *     FLOAT blue;
+     *     FLOAT alpha;
+     * }
+     * template ColorRGB {
+     *     FLOAT red;
+     *     FLOAT green;
+     *     FLOAT blue;
+     * }
+     * template Material {
+     *     ColorRGBA faceColor;
+     *     FLOAT power;
+     *     ColorRGB specularColor;
+     *     ColorRGB emissiveColor;
+     *     [ ... ]
+     * }
+     */
+    if (data_size != sizeof(FLOAT) * 11) {
+        WARN("incorrect data size (%ld bytes)\n", data_size);
+        filedata->lpVtbl->Unlock(filedata);
+        return E_FAIL;
+    }
+
+    memcpy(&material->MatD3D.Diffuse, data, sizeof(D3DCOLORVALUE));
+    data += sizeof(D3DCOLORVALUE);
+    material->MatD3D.Power = *(FLOAT*)data;
+    data += sizeof(FLOAT);
+    memcpy(&material->MatD3D.Specular, data, sizeof(FLOAT) * 3);
+    material->MatD3D.Specular.a = 1.0f;
+    data += 3 * sizeof(FLOAT);
+    memcpy(&material->MatD3D.Emissive, data, sizeof(FLOAT) * 3);
+    material->MatD3D.Emissive.a = 1.0f;
+    material->MatD3D.Ambient.r = 0.0f;
+    material->MatD3D.Ambient.g = 0.0f;
+    material->MatD3D.Ambient.b = 0.0f;
+    material->MatD3D.Ambient.a = 1.0f;
+
+    filedata->lpVtbl->Unlock(filedata);
+
+    hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+    if (FAILED(hr))
+        return hr;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+        if (FAILED(hr))
+            return hr;
+        hr = child->lpVtbl->GetType(child, &type);
+        if (FAILED(hr))
+            goto err;
+
+        if (IsEqualGUID(&type, &TID_D3DRMTextureFilename)) {
+            hr = parse_texture_filename(child, &material->pTextureFilename);
+            if (FAILED(hr))
+                goto err;
+        }
+        IUnknown_Release(child);
+    }
+    return D3D_OK;
+
+err:
+    IUnknown_Release(child);
+    return hr;
+}
+
+static void destroy_materials(struct mesh_data *mesh)
+{
+    DWORD i;
+    for (i = 0; i < mesh->num_materials; i++)
+        HeapFree(GetProcessHeap(), 0, mesh->materials[i].pTextureFilename);
+    HeapFree(GetProcessHeap(), 0, mesh->materials);
+    HeapFree(GetProcessHeap(), 0, mesh->material_indices);
+    mesh->num_materials = 0;
+    mesh->materials = NULL;
+    mesh->material_indices = NULL;
+}
+
+static HRESULT parse_material_list(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const DWORD *data, *in_ptr;
+    GUID type;
+    ID3DXFileData *child = NULL;
+    DWORD num_materials;
+    DWORD i;
+    SIZE_T nb_children;
+
+    destroy_materials(mesh);
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /* template MeshMaterialList {
+     *     DWORD nMaterials;
+     *     DWORD nFaceIndexes;
+     *     array DWORD faceIndexes[nFaceIndexes];
+     *     [ Material ]
+     * }
+     */
+
+    in_ptr = data;
+    hr = E_FAIL;
+
+    if (data_size < sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    num_materials = *in_ptr++;
+    if (!num_materials) {
+        hr = D3D_OK;
+        goto end;
+    }
+
+    if (data_size < 2 * sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    if (*in_ptr++ != mesh->num_poly_faces) {
+        WARN("number of material face indices (%u) doesn't match number of faces (%u)\n",
+             *(in_ptr - 1), mesh->num_poly_faces);
+        goto end;
+    }
+    if (data_size < 2 * sizeof(DWORD) + mesh->num_poly_faces * sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    for (i = 0; i < mesh->num_poly_faces; i++) {
+        if (*in_ptr++ >= num_materials) {
+            WARN("face %u: reference to undefined material %u (only %u materials)\n",
+                 i, *(in_ptr - 1), num_materials);
+            goto end;
+        }
+    }
+
+    mesh->materials = HeapAlloc(GetProcessHeap(), 0, num_materials * sizeof(*mesh->materials));
+    mesh->material_indices = HeapAlloc(GetProcessHeap(), 0, mesh->num_poly_faces * sizeof(*mesh->material_indices));
+    if (!mesh->materials || !mesh->material_indices) {
+        hr = E_OUTOFMEMORY;
+        goto end;
+    }
+    memcpy(mesh->material_indices, data + 2, mesh->num_poly_faces * sizeof(DWORD));
+
+    hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+    if (FAILED(hr))
+        goto end;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+        if (FAILED(hr))
+            goto end;
+        hr = child->lpVtbl->GetType(child, &type);
+        if (FAILED(hr))
+            goto end;
+
+        if (IsEqualGUID(&type, &TID_D3DRMMaterial)) {
+            if (mesh->num_materials >= num_materials) {
+                WARN("more materials defined than declared\n");
+                hr = E_FAIL;
+                goto end;
+            }
+            hr = parse_material(child, &mesh->materials[mesh->num_materials++]);
+            if (FAILED(hr))
+                goto end;
+        }
+
+        IUnknown_Release(child);
+        child = NULL;
+    }
+    if (num_materials != mesh->num_materials) {
+        WARN("only %u of %u materials defined\n", num_materials, mesh->num_materials);
+        hr = E_FAIL;
+    }
+
+end:
+    if (child)
+        IUnknown_Release(child);
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+static HRESULT parse_texture_coords(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+
+    HeapFree(GetProcessHeap(), 0, mesh->tex_coords);
+    mesh->tex_coords = NULL;
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /* template Coords2d {
+     *     FLOAT u;
+     *     FLOAT v;
+     * }
+     * template MeshTextureCoords {
+     *     DWORD nTextureCoords;
+     *     array Coords2d textureCoords[nTextureCoords];
+     * }
+     */
+
+    hr = E_FAIL;
+
+    if (data_size < sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    if (*(DWORD*)data != mesh->num_vertices) {
+        WARN("number of texture coordinates (%u) doesn't match number of vertices (%u)\n",
+             *(DWORD*)data, mesh->num_vertices);
+        goto end;
+    }
+    data += sizeof(DWORD);
+    if (data_size < sizeof(DWORD) + mesh->num_vertices * sizeof(*mesh->tex_coords)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+
+    mesh->tex_coords = HeapAlloc(GetProcessHeap(), 0, mesh->num_vertices * sizeof(*mesh->tex_coords));
+    if (!mesh->tex_coords) {
+        hr = E_OUTOFMEMORY;
+        goto end;
+    }
+    memcpy(mesh->tex_coords, data, mesh->num_vertices * sizeof(*mesh->tex_coords));
+
+    mesh->fvf |= D3DFVF_TEX1;
+
+    hr = D3D_OK;
+
+end:
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+static HRESULT parse_vertex_colors(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+    DWORD num_colors;
+    DWORD i;
+
+    HeapFree(GetProcessHeap(), 0, mesh->vertex_colors);
+    mesh->vertex_colors = NULL;
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /* template IndexedColor {
+     *     DWORD index;
+     *     ColorRGBA indexColor;
+     * }
+     * template MeshVertexColors {
+     *     DWORD nVertexColors;
+     *     array IndexedColor vertexColors[nVertexColors];
+     * }
+     */
+
+    hr = E_FAIL;
+
+    if (data_size < sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    num_colors = *(DWORD*)data;
+    data += sizeof(DWORD);
+    if (data_size < sizeof(DWORD) + num_colors * (sizeof(DWORD) + sizeof(D3DCOLORVALUE))) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+
+    mesh->vertex_colors = HeapAlloc(GetProcessHeap(), 0, mesh->num_vertices * sizeof(DWORD));
+    if (!mesh->vertex_colors) {
+        hr = E_OUTOFMEMORY;
+        goto end;
+    }
+
+    for (i = 0; i < mesh->num_vertices; i++)
+        mesh->vertex_colors[i] = D3DCOLOR_ARGB(0, 0xff, 0xff, 0xff);
+    for (i = 0; i < num_colors; i++)
+    {
+        D3DCOLORVALUE color;
+        DWORD index = *(DWORD*)data;
+        data += sizeof(DWORD);
+        if (index >= mesh->num_vertices) {
+            WARN("vertex color %u references undefined vertex %u (only %u vertices)\n",
+                 i, index, mesh->num_vertices);
+            goto end;
+        }
+        memcpy(&color, data, sizeof(color));
+        data += sizeof(color);
+        color.r = min(1.0f, max(0.0f, color.r));
+        color.g = min(1.0f, max(0.0f, color.g));
+        color.b = min(1.0f, max(0.0f, color.b));
+        color.a = min(1.0f, max(0.0f, color.a));
+        mesh->vertex_colors[index] = D3DCOLOR_ARGB((BYTE)(color.a * 255.0f + 0.5f),
+                                                   (BYTE)(color.r * 255.0f + 0.5f),
+                                                   (BYTE)(color.g * 255.0f + 0.5f),
+                                                   (BYTE)(color.b * 255.0f + 0.5f));
+    }
+
+    mesh->fvf |= D3DFVF_DIFFUSE;
+
+    hr = D3D_OK;
+
+end:
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+static HRESULT parse_normals(ID3DXFileData *filedata, struct mesh_data *mesh)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+    DWORD *index_out_ptr;
+    DWORD i;
+    DWORD num_face_indices = mesh->num_poly_faces * 2 + mesh->num_tri_faces;
+
+    HeapFree(GetProcessHeap(), 0, mesh->normals);
+    mesh->num_normals = 0;
+    mesh->normals = NULL;
+    mesh->normal_indices = NULL;
+    mesh->fvf |= D3DFVF_NORMAL;
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    /* template Vector {
+     *     FLOAT x;
+     *     FLOAT y;
+     *     FLOAT z;
+     * }
+     * template MeshFace {
+     *     DWORD nFaceVertexIndices;
+     *     array DWORD faceVertexIndices[nFaceVertexIndices];
+     * }
+     * template MeshNormals {
+     *     DWORD nNormals;
+     *     array Vector normals[nNormals];
+     *     DWORD nFaceNormals;
+     *     array MeshFace faceNormals[nFaceNormals];
+     * }
+     */
+
+    hr = E_FAIL;
+
+    if (data_size < sizeof(DWORD) * 2) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    mesh->num_normals = *(DWORD*)data;
+    data += sizeof(DWORD);
+    if (data_size < sizeof(DWORD) * 2 + mesh->num_normals * sizeof(D3DXVECTOR3) +
+                    num_face_indices * sizeof(DWORD)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+
+    mesh->normals = HeapAlloc(GetProcessHeap(), 0, mesh->num_normals * sizeof(D3DXVECTOR3));
+    mesh->normal_indices = HeapAlloc(GetProcessHeap(), 0, num_face_indices * sizeof(DWORD));
+    if (!mesh->normals || !mesh->normal_indices) {
+        hr = E_OUTOFMEMORY;
+        goto end;
+    }
+
+    memcpy(mesh->normals, data, mesh->num_normals * sizeof(D3DXVECTOR3));
+    data += mesh->num_normals * sizeof(D3DXVECTOR3);
+    for (i = 0; i < mesh->num_normals; i++)
+        D3DXVec3Normalize(&mesh->normals[i], &mesh->normals[i]);
+
+    if (*(DWORD*)data != mesh->num_poly_faces) {
+        WARN("number of face normals (%u) doesn't match number of faces (%u)\n",
+             *(DWORD*)data, mesh->num_poly_faces);
+        goto end;
+    }
+    data += sizeof(DWORD);
+    index_out_ptr = mesh->normal_indices;
+    for (i = 0; i < mesh->num_poly_faces; i++)
+    {
+        DWORD j;
+        DWORD count = *(DWORD*)data;
+        if (count != mesh->num_tri_per_face[i] + 2) {
+            WARN("face %u: number of normals (%u) doesn't match number of vertices (%u)\n",
+                 i, count, mesh->num_tri_per_face[i] + 2);
+            goto end;
+        }
+        data += sizeof(DWORD);
+
+        for (j = 0; j < count; j++) {
+            DWORD normal_index = *(DWORD*)data;
+            if (normal_index >= mesh->num_normals) {
+                WARN("face %u, normal index %u: reference to undefined normal %u (only %u normals)\n",
+                     i, j, normal_index, mesh->num_normals);
+                goto end;
+            }
+            *index_out_ptr++ = normal_index;
+            data += sizeof(DWORD);
+        }
+    }
+
+    hr =  D3D_OK;
+
+end:
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+static HRESULT parse_skin_mesh_info(ID3DXFileData *filedata, struct mesh_data *mesh_data, DWORD index)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+
+    TRACE("(%p, %p, %u)\n", filedata, mesh_data, index);
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    hr = E_FAIL;
+
+    if (!mesh_data->skin_info) {
+        if (data_size < sizeof(WORD) * 3) {
+            WARN("truncated data (%ld bytes)\n", data_size);
+            goto end;
+        }
+        /* Skip nMaxSkinWeightsPerVertex and nMaxSkinWeightsPerFace */
+        data += 2 * sizeof(WORD);
+        mesh_data->nb_bones = *(WORD*)data;
+        hr = D3DXCreateSkinInfoFVF(mesh_data->num_vertices, mesh_data->fvf, mesh_data->nb_bones, &mesh_data->skin_info);
+    } else {
+        const char *name;
+        DWORD nb_influences;
+
+        /* FIXME: String must be retrieved directly instead of through a pointer once ID3DXFILE is fixed */
+        name = *(const char**)data;
+        data += sizeof(char*);
+
+        nb_influences = *(DWORD*)data;
+        data += sizeof(DWORD);
+
+        if (data_size < (sizeof(char*) + sizeof(DWORD) + nb_influences * (sizeof(DWORD) + sizeof(FLOAT)) + 16 * sizeof(FLOAT))) {
+            WARN("truncated data (%ld bytes)\n", data_size);
+            goto end;
+        }
+
+        hr = mesh_data->skin_info->lpVtbl->SetBoneName(mesh_data->skin_info, index, name);
+        if (SUCCEEDED(hr))
+            hr = mesh_data->skin_info->lpVtbl->SetBoneInfluence(mesh_data->skin_info, index, nb_influences,
+                     (const DWORD*)data, (const FLOAT*)(data + nb_influences * sizeof(DWORD)));
+        if (SUCCEEDED(hr))
+            hr = mesh_data->skin_info->lpVtbl->SetBoneOffsetMatrix(mesh_data->skin_info, index,
+                     (const D3DMATRIX*)(data + nb_influences * (sizeof(DWORD) + sizeof(FLOAT))));
+    }
+
+end:
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+/* for provide_flags parameters */
+#define PROVIDE_MATERIALS 0x1
+#define PROVIDE_SKININFO  0x2
+#define PROVIDE_ADJACENCY 0x4
+
+static HRESULT parse_mesh(ID3DXFileData *filedata, struct mesh_data *mesh_data, DWORD provide_flags)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data, *in_ptr;
+    DWORD *index_out_ptr;
+    GUID type;
+    ID3DXFileData *child = NULL;
+    DWORD i;
+    SIZE_T nb_children;
+    DWORD nb_skin_weights_info = 0;
+
+    /*
+     * template Mesh {
+     *     DWORD nVertices;
+     *     array Vector vertices[nVertices];
+     *     DWORD nFaces;
+     *     array MeshFace faces[nFaces];
+     *     [ ... ]
+     * }
+     */
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    in_ptr = data;
+    hr = E_FAIL;
+
+    if (data_size < sizeof(DWORD) * 2) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    mesh_data->num_vertices = *(DWORD*)in_ptr;
+    if (data_size < sizeof(DWORD) * 2 + mesh_data->num_vertices * sizeof(D3DXVECTOR3)) {
+        WARN("truncated data (%ld bytes)\n", data_size);
+        goto end;
+    }
+    in_ptr += sizeof(DWORD) + mesh_data->num_vertices * sizeof(D3DXVECTOR3);
+
+    mesh_data->num_poly_faces = *(DWORD*)in_ptr;
+    in_ptr += sizeof(DWORD);
+
+    mesh_data->num_tri_faces = 0;
+    for (i = 0; i < mesh_data->num_poly_faces; i++)
+    {
+        DWORD num_poly_vertices;
+        DWORD j;
+
+        if (data_size - (in_ptr - data) < sizeof(DWORD)) {
+            WARN("truncated data (%ld bytes)\n", data_size);
+            goto end;
+        }
+        num_poly_vertices = *(DWORD*)in_ptr;
+        in_ptr += sizeof(DWORD);
+        if (data_size - (in_ptr - data) < num_poly_vertices * sizeof(DWORD)) {
+            WARN("truncated data (%ld bytes)\n", data_size);
+            goto end;
+        }
+        if (num_poly_vertices < 3) {
+            WARN("face %u has only %u vertices\n", i, num_poly_vertices);
+            goto end;
+        }
+        for (j = 0; j < num_poly_vertices; j++) {
+            if (*(DWORD*)in_ptr >= mesh_data->num_vertices) {
+                WARN("face %u, index %u: undefined vertex %u (only %u vertices)\n",
+                     i, j, *(DWORD*)in_ptr, mesh_data->num_vertices);
+                goto end;
+            }
+            in_ptr += sizeof(DWORD);
+        }
+        mesh_data->num_tri_faces += num_poly_vertices - 2;
+    }
+
+    mesh_data->fvf = D3DFVF_XYZ;
+
+    mesh_data->vertices = HeapAlloc(GetProcessHeap(), 0,
+            mesh_data->num_vertices * sizeof(*mesh_data->vertices));
+    mesh_data->num_tri_per_face = HeapAlloc(GetProcessHeap(), 0,
+            mesh_data->num_poly_faces * sizeof(*mesh_data->num_tri_per_face));
+    mesh_data->indices = HeapAlloc(GetProcessHeap(), 0,
+            (mesh_data->num_tri_faces + mesh_data->num_poly_faces * 2) * sizeof(*mesh_data->indices));
+    if (!mesh_data->vertices || !mesh_data->num_tri_per_face || !mesh_data->indices) {
+        hr = E_OUTOFMEMORY;
+        goto end;
+    }
+
+    in_ptr = data + sizeof(DWORD);
+    memcpy(mesh_data->vertices, in_ptr, mesh_data->num_vertices * sizeof(D3DXVECTOR3));
+    in_ptr += mesh_data->num_vertices * sizeof(D3DXVECTOR3) + sizeof(DWORD);
+
+    index_out_ptr = mesh_data->indices;
+    for (i = 0; i < mesh_data->num_poly_faces; i++)
+    {
+        DWORD count;
+
+        count = *(DWORD*)in_ptr;
+        in_ptr += sizeof(DWORD);
+        mesh_data->num_tri_per_face[i] = count - 2;
+
+        while (count--) {
+            *index_out_ptr++ = *(DWORD*)in_ptr;
+            in_ptr += sizeof(DWORD);
+        }
+    }
+
+    hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+    if (FAILED(hr))
+        goto end;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+        if (FAILED(hr))
+            goto end;
+        hr = child->lpVtbl->GetType(child, &type);
+        if (FAILED(hr))
+            goto end;
+
+        if (IsEqualGUID(&type, &TID_D3DRMMeshNormals)) {
+            hr = parse_normals(child, mesh_data);
+        } else if (IsEqualGUID(&type, &TID_D3DRMMeshVertexColors)) {
+            hr = parse_vertex_colors(child, mesh_data);
+        } else if (IsEqualGUID(&type, &TID_D3DRMMeshTextureCoords)) {
+            hr = parse_texture_coords(child, mesh_data);
+        } else if (IsEqualGUID(&type, &TID_D3DRMMeshMaterialList) &&
+                   (provide_flags & PROVIDE_MATERIALS))
+        {
+            hr = parse_material_list(child, mesh_data);
+        } else if (provide_flags & PROVIDE_SKININFO) {
+            if (IsEqualGUID(&type, &DXFILEOBJ_XSkinMeshHeader)) {
+                if (mesh_data->skin_info) {
+                    WARN("Skin mesh header already encountered\n");
+                    hr = E_FAIL;
+                    goto end;
+                }
+                hr = parse_skin_mesh_info(child, mesh_data, 0);
+                if (FAILED(hr))
+                    goto end;
+            } else if (IsEqualGUID(&type, &DXFILEOBJ_SkinWeights)) {
+                if (!mesh_data->skin_info) {
+                    WARN("Skin weights found but skin mesh header not encountered yet\n");
+                    hr = E_FAIL;
+                    goto end;
+                }
+                hr = parse_skin_mesh_info(child, mesh_data, nb_skin_weights_info);
+                if (FAILED(hr))
+                    goto end;
+                nb_skin_weights_info++;
+            }
+        }
+        if (FAILED(hr))
+            goto end;
+
+        IUnknown_Release(child);
+        child = NULL;
+    }
+
+    if (mesh_data->skin_info && (nb_skin_weights_info != mesh_data->nb_bones)) {
+        WARN("Mismatch between nb skin weights info %u encountered and nb bones %u from skin mesh header\n",
+             nb_skin_weights_info, mesh_data->nb_bones);
+        hr = E_FAIL;
+        goto end;
+    }
+
+    if ((provide_flags & PROVIDE_SKININFO) && !mesh_data->skin_info)
+    {
+        hr = create_dummy_skin(&mesh_data->skin_info);
+        if (FAILED(hr))
+            goto end;
+    }
+
+    hr = D3D_OK;
+
+end:
+    if (child)
+        IUnknown_Release(child);
+    filedata->lpVtbl->Unlock(filedata);
+    return hr;
+}
+
+static HRESULT generate_effects(ID3DXBuffer *materials, DWORD num_materials,
+                                ID3DXBuffer **effects)
+{
+    HRESULT hr;
+    D3DXEFFECTINSTANCE *effect_ptr;
+    BYTE *out_ptr;
+    const D3DXMATERIAL *material_ptr = ID3DXBuffer_GetBufferPointer(materials);
+    static const struct {
+        const char *param_name;
+        DWORD name_size;
+        DWORD num_bytes;
+        DWORD value_offset;
+    } material_effects[] = {
+#define EFFECT_TABLE_ENTRY(str, field) \
+    {str, sizeof(str), sizeof(material_ptr->MatD3D.field), offsetof(D3DXMATERIAL, MatD3D.field)}
+        EFFECT_TABLE_ENTRY("Diffuse", Diffuse),
+        EFFECT_TABLE_ENTRY("Power", Power),
+        EFFECT_TABLE_ENTRY("Specular", Specular),
+        EFFECT_TABLE_ENTRY("Emissive", Emissive),
+        EFFECT_TABLE_ENTRY("Ambient", Ambient),
+#undef EFFECT_TABLE_ENTRY
+    };
+    static const char texture_paramname[] = "Texture0@Name";
+    DWORD buffer_size;
+    DWORD i;
+
+    /* effects buffer layout:
+     *
+     * D3DXEFFECTINSTANCE effects[num_materials];
+     * for (effect in effects)
+     * {
+     *     D3DXEFFECTDEFAULT defaults[effect.NumDefaults];
+     *     for (default in defaults)
+     *     {
+     *         *default.pParamName;
+     *         *default.pValue;
+     *     }
+     * }
+     */
+    buffer_size = sizeof(D3DXEFFECTINSTANCE);
+    buffer_size += sizeof(D3DXEFFECTDEFAULT) * ARRAY_SIZE(material_effects);
+    for (i = 0; i < ARRAY_SIZE(material_effects); i++) {
+        buffer_size += material_effects[i].name_size;
+        buffer_size += material_effects[i].num_bytes;
+    }
+    buffer_size *= num_materials;
+    for (i = 0; i < num_materials; i++) {
+        if (material_ptr[i].pTextureFilename) {
+            buffer_size += sizeof(D3DXEFFECTDEFAULT);
+            buffer_size += sizeof(texture_paramname);
+            buffer_size += strlen(material_ptr[i].pTextureFilename) + 1;
+        }
+    }
+
+    hr = D3DXCreateBuffer(buffer_size, effects);
+    if (FAILED(hr)) return hr;
+    effect_ptr = ID3DXBuffer_GetBufferPointer(*effects);
+    out_ptr = (BYTE*)(effect_ptr + num_materials);
+
+    for (i = 0; i < num_materials; i++)
+    {
+        DWORD j;
+        D3DXEFFECTDEFAULT *defaults = (D3DXEFFECTDEFAULT*)out_ptr;
+
+        effect_ptr->pDefaults = defaults;
+        effect_ptr->NumDefaults = material_ptr->pTextureFilename ? 6 : 5;
+        out_ptr = (BYTE*)(effect_ptr->pDefaults + effect_ptr->NumDefaults);
+
+        for (j = 0; j < ARRAY_SIZE(material_effects); j++)
+        {
+            defaults->pParamName = (char *)out_ptr;
+            strcpy(defaults->pParamName, material_effects[j].param_name);
+            defaults->pValue = defaults->pParamName + material_effects[j].name_size;
+            defaults->Type = D3DXEDT_FLOATS;
+            defaults->NumBytes = material_effects[j].num_bytes;
+            memcpy(defaults->pValue, (BYTE*)material_ptr + material_effects[j].value_offset, defaults->NumBytes);
+            out_ptr = (BYTE*)defaults->pValue + defaults->NumBytes;
+            defaults++;
+        }
+
+        if (material_ptr->pTextureFilename)
+        {
+            defaults->pParamName = (char *)out_ptr;
+            strcpy(defaults->pParamName, texture_paramname);
+            defaults->pValue = defaults->pParamName + sizeof(texture_paramname);
+            defaults->Type = D3DXEDT_STRING;
+            defaults->NumBytes = strlen(material_ptr->pTextureFilename) + 1;
+            strcpy(defaults->pValue, material_ptr->pTextureFilename);
+            out_ptr = (BYTE*)defaults->pValue + defaults->NumBytes;
+        }
+        material_ptr++;
+        effect_ptr++;
+    }
+    assert(out_ptr - (BYTE*)ID3DXBuffer_GetBufferPointer(*effects) == buffer_size);
+
+    return D3D_OK;
+}
+
+HRESULT WINAPI D3DXLoadSkinMeshFromXof(struct ID3DXFileData *filedata, DWORD options,
+        struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency_out, struct ID3DXBuffer **materials_out,
+        struct ID3DXBuffer **effects_out, DWORD *num_materials_out, struct ID3DXSkinInfo **skin_info_out,
+        struct ID3DXMesh **mesh_out)
+{
+    HRESULT hr;
+    DWORD *index_in_ptr;
+    struct mesh_data mesh_data;
+    DWORD total_vertices;
+    ID3DXMesh *d3dxmesh = NULL;
+    ID3DXBuffer *adjacency = NULL;
+    ID3DXBuffer *materials = NULL;
+    ID3DXBuffer *effects = NULL;
+    struct vertex_duplication {
+        DWORD normal_index;
+        struct list entry;
+    } *duplications = NULL;
+    DWORD i;
+    void *vertices = NULL;
+    void *indices = NULL;
+    BYTE *out_ptr;
+    DWORD provide_flags = 0;
+
+    TRACE("(%p, %x, %p, %p, %p, %p, %p, %p, %p)\n", filedata, options, device, adjacency_out, materials_out,
+          effects_out, num_materials_out, skin_info_out, mesh_out);
+
+    ZeroMemory(&mesh_data, sizeof(mesh_data));
+
+    if (num_materials_out || materials_out || effects_out)
+        provide_flags |= PROVIDE_MATERIALS;
+    if (skin_info_out)
+        provide_flags |= PROVIDE_SKININFO;
+
+    hr = parse_mesh(filedata, &mesh_data, provide_flags);
+    if (FAILED(hr)) goto cleanup;
+
+    total_vertices = mesh_data.num_vertices;
+    if (mesh_data.fvf & D3DFVF_NORMAL) {
+        /* duplicate vertices with multiple normals */
+        DWORD num_face_indices = mesh_data.num_poly_faces * 2 + mesh_data.num_tri_faces;
+        duplications = HeapAlloc(GetProcessHeap(), 0, (mesh_data.num_vertices + num_face_indices) * sizeof(*duplications));
+        if (!duplications) {
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+        for (i = 0; i < total_vertices; i++)
+        {
+            duplications[i].normal_index = -1;
+            list_init(&duplications[i].entry);
+        }
+        for (i = 0; i < num_face_indices; i++) {
+            DWORD vertex_index = mesh_data.indices[i];
+            DWORD normal_index = mesh_data.normal_indices[i];
+            struct vertex_duplication *dup_ptr = &duplications[vertex_index];
+
+            if (dup_ptr->normal_index == -1) {
+                dup_ptr->normal_index = normal_index;
+            } else {
+                D3DXVECTOR3 *new_normal = &mesh_data.normals[normal_index];
+                struct list *dup_list = &dup_ptr->entry;
+                while (TRUE) {
+                    D3DXVECTOR3 *cur_normal = &mesh_data.normals[dup_ptr->normal_index];
+                    if (new_normal->x == cur_normal->x &&
+                        new_normal->y == cur_normal->y &&
+                        new_normal->z == cur_normal->z)
+                    {
+                        mesh_data.indices[i] = dup_ptr - duplications;
+                        break;
+                    } else if (!list_next(dup_list, &dup_ptr->entry)) {
+                        dup_ptr = &duplications[total_vertices++];
+                        dup_ptr->normal_index = normal_index;
+                        list_add_tail(dup_list, &dup_ptr->entry);
+                        mesh_data.indices[i] = dup_ptr - duplications;
+                        break;
+                    } else {
+                        dup_ptr = LIST_ENTRY(list_next(dup_list, &dup_ptr->entry),
+                                             struct vertex_duplication, entry);
+                    }
+                }
+            }
+        }
+    }
+
+    hr = D3DXCreateMeshFVF(mesh_data.num_tri_faces, total_vertices, options, mesh_data.fvf, device, &d3dxmesh);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = d3dxmesh->lpVtbl->LockVertexBuffer(d3dxmesh, 0, &vertices);
+    if (FAILED(hr)) goto cleanup;
+
+    out_ptr = vertices;
+    for (i = 0; i < mesh_data.num_vertices; i++) {
+        *(D3DXVECTOR3*)out_ptr = mesh_data.vertices[i];
+        out_ptr += sizeof(D3DXVECTOR3);
+        if (mesh_data.fvf & D3DFVF_NORMAL) {
+            if (duplications[i].normal_index == -1)
+                ZeroMemory(out_ptr, sizeof(D3DXVECTOR3));
+            else
+                *(D3DXVECTOR3*)out_ptr = mesh_data.normals[duplications[i].normal_index];
+            out_ptr += sizeof(D3DXVECTOR3);
+        }
+        if (mesh_data.fvf & D3DFVF_DIFFUSE) {
+            *(DWORD*)out_ptr = mesh_data.vertex_colors[i];
+            out_ptr += sizeof(DWORD);
+        }
+        if (mesh_data.fvf & D3DFVF_TEX1) {
+            *(D3DXVECTOR2*)out_ptr = mesh_data.tex_coords[i];
+            out_ptr += sizeof(D3DXVECTOR2);
+        }
+    }
+    if (mesh_data.fvf & D3DFVF_NORMAL) {
+        DWORD vertex_size = D3DXGetFVFVertexSize(mesh_data.fvf);
+        out_ptr = vertices;
+        for (i = 0; i < mesh_data.num_vertices; i++) {
+            struct vertex_duplication *dup_ptr;
+            LIST_FOR_EACH_ENTRY(dup_ptr, &duplications[i].entry, struct vertex_duplication, entry)
+            {
+                int j = dup_ptr - duplications;
+                BYTE *dest_vertex = (BYTE*)vertices + j * vertex_size;
+
+                memcpy(dest_vertex, out_ptr, vertex_size);
+                dest_vertex += sizeof(D3DXVECTOR3);
+                *(D3DXVECTOR3*)dest_vertex = mesh_data.normals[dup_ptr->normal_index];
+            }
+            out_ptr += vertex_size;
+        }
+    }
+    d3dxmesh->lpVtbl->UnlockVertexBuffer(d3dxmesh);
+
+    hr = d3dxmesh->lpVtbl->LockIndexBuffer(d3dxmesh, 0, &indices);
+    if (FAILED(hr)) goto cleanup;
+
+    index_in_ptr = mesh_data.indices;
+#define FILL_INDEX_BUFFER(indices_var) \
+        for (i = 0; i < mesh_data.num_poly_faces; i++) \
+        { \
+            DWORD count = mesh_data.num_tri_per_face[i]; \
+            WORD first_index = *index_in_ptr++; \
+            while (count--) { \
+                *indices_var++ = first_index; \
+                *indices_var++ = *index_in_ptr; \
+                index_in_ptr++; \
+                *indices_var++ = *index_in_ptr; \
+            } \
+            index_in_ptr++; \
+        }
+    if (options & D3DXMESH_32BIT) {
+        DWORD *dword_indices = indices;
+        FILL_INDEX_BUFFER(dword_indices)
+    } else {
+        WORD *word_indices = indices;
+        FILL_INDEX_BUFFER(word_indices)
+    }
+#undef FILL_INDEX_BUFFER
+    d3dxmesh->lpVtbl->UnlockIndexBuffer(d3dxmesh);
+
+    if (mesh_data.material_indices) {
+        DWORD *attrib_buffer = NULL;
+        hr = d3dxmesh->lpVtbl->LockAttributeBuffer(d3dxmesh, 0, &attrib_buffer);
+        if (FAILED(hr)) goto cleanup;
+        for (i = 0; i < mesh_data.num_poly_faces; i++)
+        {
+            DWORD count = mesh_data.num_tri_per_face[i];
+            while (count--)
+                *attrib_buffer++ = mesh_data.material_indices[i];
+        }
+        d3dxmesh->lpVtbl->UnlockAttributeBuffer(d3dxmesh);
+
+        hr = d3dxmesh->lpVtbl->OptimizeInplace(d3dxmesh,
+                D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_IGNOREVERTS | D3DXMESHOPT_DONOTSPLIT,
+                NULL, NULL, NULL, NULL);
+        if (FAILED(hr)) goto cleanup;
+    }
+
+    if (mesh_data.num_materials && (materials_out || effects_out)) {
+        DWORD buffer_size = mesh_data.num_materials * sizeof(D3DXMATERIAL);
+        char *strings_out_ptr;
+        D3DXMATERIAL *materials_ptr;
+
+        for (i = 0; i < mesh_data.num_materials; i++) {
+            if (mesh_data.materials[i].pTextureFilename)
+                buffer_size += strlen(mesh_data.materials[i].pTextureFilename) + 1;
+        }
+
+        hr = D3DXCreateBuffer(buffer_size, &materials);
+        if (FAILED(hr)) goto cleanup;
+
+        materials_ptr = ID3DXBuffer_GetBufferPointer(materials);
+        memcpy(materials_ptr, mesh_data.materials, mesh_data.num_materials * sizeof(D3DXMATERIAL));
+        strings_out_ptr = (char*)(materials_ptr + mesh_data.num_materials);
+        for (i = 0; i < mesh_data.num_materials; i++) {
+            if (materials_ptr[i].pTextureFilename) {
+                strcpy(strings_out_ptr, mesh_data.materials[i].pTextureFilename);
+                materials_ptr[i].pTextureFilename = strings_out_ptr;
+                strings_out_ptr += strlen(mesh_data.materials[i].pTextureFilename) + 1;
+            }
+        }
+    }
+
+    if (mesh_data.num_materials && effects_out) {
+        hr = generate_effects(materials, mesh_data.num_materials, &effects);
+        if (FAILED(hr)) goto cleanup;
+
+        if (!materials_out) {
+            ID3DXBuffer_Release(materials);
+            materials = NULL;
+        }
+    }
+
+    if (adjacency_out) {
+        hr = D3DXCreateBuffer(mesh_data.num_tri_faces * 3 * sizeof(DWORD), &adjacency);
+        if (FAILED(hr)) goto cleanup;
+        hr = d3dxmesh->lpVtbl->GenerateAdjacency(d3dxmesh, 0.0f, ID3DXBuffer_GetBufferPointer(adjacency));
+        if (FAILED(hr)) goto cleanup;
+    }
+
+    *mesh_out = d3dxmesh;
+    if (adjacency_out) *adjacency_out = adjacency;
+    if (num_materials_out) *num_materials_out = mesh_data.num_materials;
+    if (materials_out) *materials_out = materials;
+    if (effects_out) *effects_out = effects;
+    if (skin_info_out) *skin_info_out = mesh_data.skin_info;
+
+    hr = D3D_OK;
+cleanup:
+    if (FAILED(hr)) {
+        if (d3dxmesh) IUnknown_Release(d3dxmesh);
+        if (adjacency) ID3DXBuffer_Release(adjacency);
+        if (materials) ID3DXBuffer_Release(materials);
+        if (effects) ID3DXBuffer_Release(effects);
+        if (mesh_data.skin_info) mesh_data.skin_info->lpVtbl->Release(mesh_data.skin_info);
+        if (skin_info_out) *skin_info_out = NULL;
+    }
+    HeapFree(GetProcessHeap(), 0, mesh_data.vertices);
+    HeapFree(GetProcessHeap(), 0, mesh_data.num_tri_per_face);
+    HeapFree(GetProcessHeap(), 0, mesh_data.indices);
+    HeapFree(GetProcessHeap(), 0, mesh_data.normals);
+    HeapFree(GetProcessHeap(), 0, mesh_data.normal_indices);
+    destroy_materials(&mesh_data);
+    HeapFree(GetProcessHeap(), 0, mesh_data.tex_coords);
+    HeapFree(GetProcessHeap(), 0, mesh_data.vertex_colors);
+    HeapFree(GetProcessHeap(), 0, duplications);
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXA(const char *filename, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXAllocateHierarchy *alloc_hier, struct ID3DXLoadUserData *load_user_data,
+        D3DXFRAME **frame_hierarchy, struct ID3DXAnimationController **anim_controller)
+{
+    WCHAR *filenameW;
+    HRESULT hr;
+    int len;
+
+    TRACE("filename %s, options %#x, device %p, alloc_hier %p, "
+            "load_user_data %p, frame_hierarchy %p, anim_controller %p.\n",
+            debugstr_a(filename), options, device, alloc_hier,
+            load_user_data, frame_hierarchy, anim_controller);
+
+    if (!filename)
+        return D3DERR_INVALIDCALL;
+
+    len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
+    filenameW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+    if (!filenameW) return E_OUTOFMEMORY;
+    MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
+
+    hr = D3DXLoadMeshHierarchyFromXW(filenameW, options, device,
+            alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+    HeapFree(GetProcessHeap(), 0, filenameW);
+
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXW(const WCHAR *filename, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXAllocateHierarchy *alloc_hier, struct ID3DXLoadUserData *load_user_data,
+        D3DXFRAME **frame_hierarchy, struct ID3DXAnimationController **anim_controller)
+{
+    void *buffer;
+    HRESULT hr;
+    DWORD size;
+
+    TRACE("filename %s, options %#x, device %p, alloc_hier %p, "
+            "load_user_data %p, frame_hierarchy %p, anim_controller %p.\n",
+            debugstr_w(filename), options, device, alloc_hier,
+            load_user_data, frame_hierarchy, anim_controller);
+
+    if (!filename)
+        return D3DERR_INVALIDCALL;
+
+    hr = map_view_of_file(filename, &buffer, &size);
+    if (FAILED(hr))
+        return D3DXERR_INVALIDDATA;
+
+    hr = D3DXLoadMeshHierarchyFromXInMemory(buffer, size, options, device,
+            alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+
+    UnmapViewOfFile(buffer);
+
+    return hr;
+}
+
+static HRESULT filedata_get_name(ID3DXFileData *filedata, char **name)
+{
+    HRESULT hr;
+    SIZE_T name_len;
+
+    hr = filedata->lpVtbl->GetName(filedata, NULL, &name_len);
+    if (FAILED(hr)) return hr;
+
+    if (!name_len)
+        name_len++;
+    *name = HeapAlloc(GetProcessHeap(), 0, name_len);
+    if (!*name) return E_OUTOFMEMORY;
+
+    hr = filedata->lpVtbl->GetName(filedata, *name, &name_len);
+    if (FAILED(hr))
+        HeapFree(GetProcessHeap(), 0, *name);
+    else if (!name_len)
+        (*name)[0] = 0;
+
+    return hr;
+}
+
+static HRESULT load_mesh_container(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXAllocateHierarchy *alloc_hier, D3DXMESHCONTAINER **mesh_container)
+{
+    HRESULT hr;
+    ID3DXBuffer *adjacency = NULL;
+    ID3DXBuffer *materials = NULL;
+    ID3DXBuffer *effects = NULL;
+    ID3DXSkinInfo *skin_info = NULL;
+    D3DXMESHDATA mesh_data;
+    DWORD num_materials = 0;
+    char *name = NULL;
+
+    mesh_data.Type = D3DXMESHTYPE_MESH;
+    mesh_data.u.pMesh = NULL;
+
+    hr = D3DXLoadSkinMeshFromXof(filedata, options, device,
+            &adjacency, &materials, &effects, &num_materials,
+            &skin_info, &mesh_data.u.pMesh);
+    if (FAILED(hr)) return hr;
+
+    hr = filedata_get_name(filedata, &name);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = alloc_hier->lpVtbl->CreateMeshContainer(alloc_hier, name, &mesh_data,
+            materials ? ID3DXBuffer_GetBufferPointer(materials) : NULL,
+            effects ? ID3DXBuffer_GetBufferPointer(effects) : NULL,
+            num_materials,
+            adjacency ? ID3DXBuffer_GetBufferPointer(adjacency) : NULL,
+            skin_info, mesh_container);
+
+cleanup:
+    if (materials) ID3DXBuffer_Release(materials);
+    if (effects) ID3DXBuffer_Release(effects);
+    if (adjacency) ID3DXBuffer_Release(adjacency);
+    if (skin_info) IUnknown_Release(skin_info);
+    if (mesh_data.u.pMesh) IUnknown_Release(mesh_data.u.pMesh);
+    HeapFree(GetProcessHeap(), 0, name);
+    return hr;
+}
+
+static HRESULT parse_transform_matrix(ID3DXFileData *filedata, D3DXMATRIX *transform)
+{
+    HRESULT hr;
+    SIZE_T data_size;
+    const BYTE *data;
+
+    /* template Matrix4x4 {
+     *     array FLOAT matrix[16];
+     * }
+     * template FrameTransformMatrix {
+     *     Matrix4x4 frameMatrix;
+     * }
+     */
+
+    hr = filedata->lpVtbl->Lock(filedata, &data_size, (const void**)&data);
+    if (FAILED(hr)) return hr;
+
+    if (data_size != sizeof(D3DXMATRIX)) {
+        WARN("incorrect data size (%ld bytes)\n", data_size);
+        filedata->lpVtbl->Unlock(filedata);
+        return E_FAIL;
+    }
+
+    memcpy(transform, data, sizeof(D3DXMATRIX));
+
+    filedata->lpVtbl->Unlock(filedata);
+    return D3D_OK;
+}
+
+static HRESULT load_frame(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXAllocateHierarchy *alloc_hier, D3DXFRAME **frame_out)
+{
+    HRESULT hr;
+    GUID type;
+    ID3DXFileData *child;
+    char *name = NULL;
+    D3DXFRAME *frame = NULL;
+    D3DXMESHCONTAINER **next_container;
+    D3DXFRAME **next_child;
+    SIZE_T i, nb_children;
+
+    hr = filedata_get_name(filedata, &name);
+    if (FAILED(hr)) return hr;
+
+    hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, name, frame_out);
+    HeapFree(GetProcessHeap(), 0, name);
+    if (FAILED(hr)) return E_FAIL;
+
+    frame = *frame_out;
+    D3DXMatrixIdentity(&frame->TransformationMatrix);
+    next_child = &frame->pFrameFirstChild;
+    next_container = &frame->pMeshContainer;
+
+    hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+    if (FAILED(hr))
+        return hr;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+        if (FAILED(hr))
+            return hr;
+        hr = child->lpVtbl->GetType(child, &type);
+        if (FAILED(hr))
+            goto err;
+
+        if (IsEqualGUID(&type, &TID_D3DRMMesh)) {
+            hr = load_mesh_container(child, options, device, alloc_hier, next_container);
+            if (SUCCEEDED(hr))
+                next_container = &(*next_container)->pNextMeshContainer;
+        } else if (IsEqualGUID(&type, &TID_D3DRMFrameTransformMatrix)) {
+            hr = parse_transform_matrix(child, &frame->TransformationMatrix);
+        } else if (IsEqualGUID(&type, &TID_D3DRMFrame)) {
+            hr = load_frame(child, options, device, alloc_hier, next_child);
+            if (SUCCEEDED(hr))
+                next_child = &(*next_child)->pFrameSibling;
+        }
+        if (FAILED(hr))
+            goto err;
+
+        IUnknown_Release(child);
+    }
+    return D3D_OK;
+
+err:
+    IUnknown_Release(child);
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshHierarchyFromXInMemory(const void *memory, DWORD memory_size, DWORD options,
+        struct IDirect3DDevice9 *device, struct ID3DXAllocateHierarchy *alloc_hier,
+        struct ID3DXLoadUserData *load_user_data, D3DXFRAME **frame_hierarchy,
+        struct ID3DXAnimationController **anim_controller)
+{
+    HRESULT hr;
+    ID3DXFile *d3dxfile = NULL;
+    ID3DXFileEnumObject *enumobj = NULL;
+    ID3DXFileData *filedata = NULL;
+    D3DXF_FILELOADMEMORY source;
+    D3DXFRAME *first_frame = NULL;
+    D3DXFRAME **next_frame = &first_frame;
+    SIZE_T i, nb_children;
+    GUID guid;
+
+    TRACE("(%p, %u, %x, %p, %p, %p, %p, %p)\n", memory, memory_size, options,
+          device, alloc_hier, load_user_data, frame_hierarchy, anim_controller);
+
+    if (!memory || !memory_size || !device || !frame_hierarchy || !alloc_hier)
+        return D3DERR_INVALIDCALL;
+    if (load_user_data)
+    {
+        FIXME("Loading user data not implemented.\n");
+        return E_NOTIMPL;
+    }
+
+    hr = D3DXFileCreate(&d3dxfile);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = d3dxfile->lpVtbl->RegisterTemplates(d3dxfile, D3DRM_XTEMPLATES, D3DRM_XTEMPLATE_BYTES);
+    if (FAILED(hr)) goto cleanup;
+
+    source.lpMemory = (void*)memory;
+    source.dSize = memory_size;
+    hr = d3dxfile->lpVtbl->CreateEnumObject(d3dxfile, &source, D3DXF_FILELOAD_FROMMEMORY, &enumobj);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = enumobj->lpVtbl->GetChildren(enumobj, &nb_children);
+    if (FAILED(hr))
+        goto cleanup;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = enumobj->lpVtbl->GetChild(enumobj, i, &filedata);
+        if (FAILED(hr))
+            goto cleanup;
+
+        hr = filedata->lpVtbl->GetType(filedata, &guid);
+        if (SUCCEEDED(hr)) {
+            if (IsEqualGUID(&guid, &TID_D3DRMMesh)) {
+                hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, NULL, next_frame);
+                if (FAILED(hr)) {
+                    hr = E_FAIL;
+                    goto cleanup;
+                }
+
+                D3DXMatrixIdentity(&(*next_frame)->TransformationMatrix);
+
+                hr = load_mesh_container(filedata, options, device, alloc_hier, &(*next_frame)->pMeshContainer);
+                if (FAILED(hr)) goto cleanup;
+            } else if (IsEqualGUID(&guid, &TID_D3DRMFrame)) {
+                hr = load_frame(filedata, options, device, alloc_hier, next_frame);
+                if (FAILED(hr)) goto cleanup;
+            }
+            while (*next_frame)
+                next_frame = &(*next_frame)->pFrameSibling;
+        }
+
+        filedata->lpVtbl->Release(filedata);
+        filedata = NULL;
+        if (FAILED(hr))
+            goto cleanup;
+    }
+
+    if (!first_frame) {
+        hr = E_FAIL;
+    } else if (first_frame->pFrameSibling) {
+        D3DXFRAME *root_frame = NULL;
+        hr = alloc_hier->lpVtbl->CreateFrame(alloc_hier, NULL, &root_frame);
+        if (FAILED(hr)) {
+            hr = E_FAIL;
+            goto cleanup;
+        }
+        D3DXMatrixIdentity(&root_frame->TransformationMatrix);
+        root_frame->pFrameFirstChild = first_frame;
+        *frame_hierarchy = root_frame;
+        hr = D3D_OK;
+    } else {
+        *frame_hierarchy = first_frame;
+        hr = D3D_OK;
+    }
+
+    if (anim_controller)
+    {
+        *anim_controller = NULL;
+        FIXME("Animation controller creation not implemented.\n");
+    }
+
+cleanup:
+    if (FAILED(hr) && first_frame) D3DXFrameDestroy(first_frame, alloc_hier);
+    if (filedata) filedata->lpVtbl->Release(filedata);
+    if (enumobj) enumobj->lpVtbl->Release(enumobj);
+    if (d3dxfile) d3dxfile->lpVtbl->Release(d3dxfile);
+    return hr;
+}
+
+HRESULT WINAPI D3DXCleanMesh(D3DXCLEANTYPE clean_type, ID3DXMesh *mesh_in, const DWORD *adjacency_in,
+        ID3DXMesh **mesh_out, DWORD *adjacency_out, ID3DXBuffer **errors_and_warnings)
+{
+    FIXME("(%u, %p, %p, %p, %p, %p)\n", clean_type, mesh_in, adjacency_in, mesh_out, adjacency_out, errors_and_warnings);
+
+    return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXFrameDestroy(D3DXFRAME *frame, ID3DXAllocateHierarchy *alloc_hier)
+{
+    HRESULT hr;
+    BOOL last = FALSE;
+
+    TRACE("(%p, %p)\n", frame, alloc_hier);
+
+    if (!frame || !alloc_hier)
+        return D3DERR_INVALIDCALL;
+
+    while (!last) {
+        D3DXMESHCONTAINER *container;
+        D3DXFRAME *current_frame;
+
+        if (frame->pFrameSibling) {
+            current_frame = frame->pFrameSibling;
+            frame->pFrameSibling = current_frame->pFrameSibling;
+            current_frame->pFrameSibling = NULL;
+        } else {
+            current_frame = frame;
+            last = TRUE;
+        }
+
+        if (current_frame->pFrameFirstChild) {
+            hr = D3DXFrameDestroy(current_frame->pFrameFirstChild, alloc_hier);
+            if (FAILED(hr)) return hr;
+            current_frame->pFrameFirstChild = NULL;
+        }
+
+        container = current_frame->pMeshContainer;
+        while (container) {
+            D3DXMESHCONTAINER *next_container = container->pNextMeshContainer;
+            hr = alloc_hier->lpVtbl->DestroyMeshContainer(alloc_hier, container);
+            if (FAILED(hr)) return hr;
+            container = next_container;
+        }
+        hr = alloc_hier->lpVtbl->DestroyFrame(alloc_hier, current_frame);
+        if (FAILED(hr)) return hr;
+    }
+    return D3D_OK;
+}
+
+D3DXFRAME* WINAPI D3DXFrameFind(const D3DXFRAME *frame_root, const char *name)
+{
+    FIXME("frame_root %p, name %s stub.\n", frame_root, debugstr_a(name));
+    return NULL;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXA(const char *filename, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials, struct ID3DXBuffer **effect_instances,
+        DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+    WCHAR *filenameW;
+    HRESULT hr;
+    int len;
+
+    TRACE("filename %s, options %#x, device %p, adjacency %p, materials %p, "
+            "effect_instances %p, num_materials %p, mesh %p.\n",
+            debugstr_a(filename), options, device, adjacency, materials,
+            effect_instances, num_materials, mesh);
+
+    if (!filename)
+        return D3DERR_INVALIDCALL;
+
+    len = MultiByteToWideChar(CP_ACP, 0, filename, -1, NULL, 0);
+    filenameW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+    if (!filenameW) return E_OUTOFMEMORY;
+    MultiByteToWideChar(CP_ACP, 0, filename, -1, filenameW, len);
+
+    hr = D3DXLoadMeshFromXW(filenameW, options, device, adjacency, materials,
+                            effect_instances, num_materials, mesh);
+    HeapFree(GetProcessHeap(), 0, filenameW);
+
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXW(const WCHAR *filename, DWORD options, struct IDirect3DDevice9 *device,
+        struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials, struct ID3DXBuffer **effect_instances,
+        DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+    void *buffer;
+    HRESULT hr;
+    DWORD size;
+
+    TRACE("filename %s, options %#x, device %p, adjacency %p, materials %p, "
+            "effect_instances %p, num_materials %p, mesh %p.\n",
+            debugstr_w(filename), options, device, adjacency, materials,
+            effect_instances, num_materials, mesh);
+
+    if (!filename)
+        return D3DERR_INVALIDCALL;
+
+    hr = map_view_of_file(filename, &buffer, &size);
+    if (FAILED(hr))
+        return D3DXERR_INVALIDDATA;
+
+    hr = D3DXLoadMeshFromXInMemory(buffer, size, options, device, adjacency,
+            materials, effect_instances, num_materials, mesh);
+
+    UnmapViewOfFile(buffer);
+
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXResource(HMODULE module, const char *name, const char *type, DWORD options,
+        struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency, struct ID3DXBuffer **materials,
+        struct ID3DXBuffer **effect_instances, DWORD *num_materials, struct ID3DXMesh **mesh)
+{
+    HRESULT hr;
+    HRSRC resinfo;
+    void *buffer;
+    DWORD size;
+
+    TRACE("module %p, name %s, type %s, options %#x, device %p, adjacency %p, "
+            "materials %p, effect_instances %p, num_materials %p, mesh %p.\n",
+            module, debugstr_a(name), debugstr_a(type), options, device, adjacency,
+            materials, effect_instances, num_materials, mesh);
+
+    resinfo = FindResourceA(module, name, type);
+    if (!resinfo) return D3DXERR_INVALIDDATA;
+
+    hr = load_resource_into_memory(module, resinfo, &buffer, &size);
+    if (FAILED(hr)) return D3DXERR_INVALIDDATA;
+
+    return D3DXLoadMeshFromXInMemory(buffer, size, options, device, adjacency,
+            materials, effect_instances, num_materials, mesh);
+}
+
+struct mesh_container
+{
+    struct list entry;
+    ID3DXMesh *mesh;
+    ID3DXBuffer *adjacency;
+    ID3DXBuffer *materials;
+    ID3DXBuffer *effects;
+    DWORD num_materials;
+    D3DXMATRIX transform;
+};
+
+static HRESULT parse_frame(struct ID3DXFileData *filedata, DWORD options, struct IDirect3DDevice9 *device,
+        const D3DXMATRIX *parent_transform, struct list *container_list, DWORD provide_flags)
+{
+    HRESULT hr;
+    D3DXMATRIX transform = *parent_transform;
+    ID3DXFileData *child;
+    GUID type;
+    SIZE_T i, nb_children;
+
+    hr = filedata->lpVtbl->GetChildren(filedata, &nb_children);
+    if (FAILED(hr))
+        return hr;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = filedata->lpVtbl->GetChild(filedata, i, &child);
+        if (FAILED(hr))
+            return hr;
+        hr = child->lpVtbl->GetType(child, &type);
+        if (FAILED(hr))
+            goto err;
+
+        if (IsEqualGUID(&type, &TID_D3DRMMesh)) {
+            struct mesh_container *container = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*container));
+            if (!container)
+            {
+                hr = E_OUTOFMEMORY;
+                goto err;
+            }
+            list_add_tail(container_list, &container->entry);
+            container->transform = transform;
+
+            hr = D3DXLoadSkinMeshFromXof(child, options, device,
+                    (provide_flags & PROVIDE_ADJACENCY) ? &container->adjacency : NULL,
+                    (provide_flags & PROVIDE_MATERIALS) ? &container->materials : NULL,
+                    NULL, &container->num_materials, NULL, &container->mesh);
+        } else if (IsEqualGUID(&type, &TID_D3DRMFrameTransformMatrix)) {
+            D3DXMATRIX new_transform;
+            hr = parse_transform_matrix(child, &new_transform);
+            D3DXMatrixMultiply(&transform, &transform, &new_transform);
+        } else if (IsEqualGUID(&type, &TID_D3DRMFrame)) {
+            hr = parse_frame(child, options, device, &transform, container_list, provide_flags);
+        }
+        if (FAILED(hr))
+            goto err;
+
+        IUnknown_Release(child);
+    }
+    return D3D_OK;
+
+err:
+    IUnknown_Release(child);
+    return hr;
+}
+
+HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size, DWORD options,
+        struct IDirect3DDevice9 *device, struct ID3DXBuffer **adjacency_out, struct ID3DXBuffer **materials_out,
+        struct ID3DXBuffer **effects_out, DWORD *num_materials_out, struct ID3DXMesh **mesh_out)
+{
+    HRESULT hr;
+    ID3DXFile *d3dxfile = NULL;
+    ID3DXFileEnumObject *enumobj = NULL;
+    ID3DXFileData *filedata = NULL;
+    D3DXF_FILELOADMEMORY source;
+    ID3DXBuffer *materials = NULL;
+    ID3DXBuffer *effects = NULL;
+    ID3DXBuffer *adjacency = NULL;
+    struct list container_list = LIST_INIT(container_list);
+    struct mesh_container *container_ptr, *next_container_ptr;
+    DWORD num_materials;
+    DWORD num_faces, num_vertices;
+    D3DXMATRIX identity;
+    DWORD provide_flags = 0;
+    DWORD fvf;
+    ID3DXMesh *concat_mesh = NULL;
+    D3DVERTEXELEMENT9 concat_decl[MAX_FVF_DECL_SIZE];
+    BYTE *concat_vertices = NULL;
+    void *concat_indices = NULL;
+    DWORD index_offset;
+    DWORD concat_vertex_size;
+    SIZE_T i, nb_children;
+    GUID guid;
+
+    TRACE("(%p, %u, %x, %p, %p, %p, %p, %p, %p)\n", memory, memory_size, options,
+          device, adjacency_out, materials_out, effects_out, num_materials_out, mesh_out);
+
+    if (!memory || !memory_size || !device || !mesh_out)
+        return D3DERR_INVALIDCALL;
+
+    hr = D3DXFileCreate(&d3dxfile);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = d3dxfile->lpVtbl->RegisterTemplates(d3dxfile, D3DRM_XTEMPLATES, D3DRM_XTEMPLATE_BYTES);
+    if (FAILED(hr)) goto cleanup;
+
+    source.lpMemory = (void*)memory;
+    source.dSize = memory_size;
+    hr = d3dxfile->lpVtbl->CreateEnumObject(d3dxfile, &source, D3DXF_FILELOAD_FROMMEMORY, &enumobj);
+    if (FAILED(hr)) goto cleanup;
+
+    D3DXMatrixIdentity(&identity);
+    if (adjacency_out) provide_flags |= PROVIDE_ADJACENCY;
+    if (materials_out || effects_out) provide_flags |= PROVIDE_MATERIALS;
+
+    hr = enumobj->lpVtbl->GetChildren(enumobj, &nb_children);
+    if (FAILED(hr))
+        goto cleanup;
+
+    for (i = 0; i < nb_children; i++)
+    {
+        hr = enumobj->lpVtbl->GetChild(enumobj, i, &filedata);
+        if (FAILED(hr))
+            goto cleanup;
+
+        hr = filedata->lpVtbl->GetType(filedata, &guid);
+        if (SUCCEEDED(hr)) {
+            if (IsEqualGUID(&guid, &TID_D3DRMMesh)) {
+                container_ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*container_ptr));
+                if (!container_ptr) {
+                    hr = E_OUTOFMEMORY;
+                    goto cleanup;
+                }
+                list_add_tail(&container_list, &container_ptr->entry);
+                D3DXMatrixIdentity(&container_ptr->transform);
+
+                hr = D3DXLoadSkinMeshFromXof(filedata, options, device,
+                        (provide_flags & PROVIDE_ADJACENCY) ? &container_ptr->adjacency : NULL,
+                        (provide_flags & PROVIDE_MATERIALS) ? &container_ptr->materials : NULL,
+                        NULL, &container_ptr->num_materials, NULL, &container_ptr->mesh);
+            } else if (IsEqualGUID(&guid, &TID_D3DRMFrame)) {
+                hr = parse_frame(filedata, options, device, &identity, &container_list, provide_flags);
+            }
+            if (FAILED(hr)) goto cleanup;
+        }
+        filedata->lpVtbl->Release(filedata);
+        filedata = NULL;
+        if (FAILED(hr))
+            goto cleanup;
+    }
+
+    enumobj->lpVtbl->Release(enumobj);
+    enumobj = NULL;
+    d3dxfile->lpVtbl->Release(d3dxfile);
+    d3dxfile = NULL;
+
+    if (list_empty(&container_list)) {
+        hr = E_FAIL;
+        goto cleanup;
+    }
+
+    fvf = D3DFVF_XYZ;
+    num_faces = 0;
+    num_vertices = 0;
+    num_materials = 0;
+    LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+    {
+        ID3DXMesh *mesh = container_ptr->mesh;
+        fvf |= mesh->lpVtbl->GetFVF(mesh);
+        num_faces += mesh->lpVtbl->GetNumFaces(mesh);
+        num_vertices += mesh->lpVtbl->GetNumVertices(mesh);
+        num_materials += container_ptr->num_materials;
+    }
+
+    hr = D3DXCreateMeshFVF(num_faces, num_vertices, options, fvf, device, &concat_mesh);
+    if (FAILED(hr)) goto cleanup;
+
+    hr = concat_mesh->lpVtbl->GetDeclaration(concat_mesh, concat_decl);
+    if (FAILED(hr)) goto cleanup;
+
+    concat_vertex_size = D3DXGetDeclVertexSize(concat_decl, 0);
+
+    hr = concat_mesh->lpVtbl->LockVertexBuffer(concat_mesh, 0, (void**)&concat_vertices);
+    if (FAILED(hr)) goto cleanup;
+
+    LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+    {
+        D3DVERTEXELEMENT9 mesh_decl[MAX_FVF_DECL_SIZE];
+        ID3DXMesh *mesh = container_ptr->mesh;
+        DWORD num_mesh_vertices = mesh->lpVtbl->GetNumVertices(mesh);
+        DWORD mesh_vertex_size;
+        const BYTE *mesh_vertices;
+        DWORD i;
+
+        hr = mesh->lpVtbl->GetDeclaration(mesh, mesh_decl);
+        if (FAILED(hr)) goto cleanup;
+
+        mesh_vertex_size = D3DXGetDeclVertexSize(mesh_decl, 0);
+
+        hr = mesh->lpVtbl->LockVertexBuffer(mesh, D3DLOCK_READONLY, (void**)&mesh_vertices);
+        if (FAILED(hr)) goto cleanup;
+
+        for (i = 0; i < num_mesh_vertices; i++) {
+            int j;
+            int k = 1;
+
+            D3DXVec3TransformCoord((D3DXVECTOR3*)concat_vertices,
+                                   (D3DXVECTOR3*)mesh_vertices,
+                                   &container_ptr->transform);
+            for (j = 1; concat_decl[j].Stream != 0xff; j++)
+            {
+                if (concat_decl[j].Usage == mesh_decl[k].Usage &&
+                    concat_decl[j].UsageIndex == mesh_decl[k].UsageIndex)
+                {
+                    if (concat_decl[j].Usage == D3DDECLUSAGE_NORMAL) {
+                        D3DXVec3TransformCoord((D3DXVECTOR3*)(concat_vertices + concat_decl[j].Offset),
+                                               (D3DXVECTOR3*)(mesh_vertices + mesh_decl[k].Offset),
+                                               &container_ptr->transform);
+                    } else {
+                        memcpy(concat_vertices + concat_decl[j].Offset,
+                               mesh_vertices + mesh_decl[k].Offset,
+                               d3dx_decltype_size[mesh_decl[k].Type]);
+                    }
+                    k++;
+                }
+            }
+            mesh_vertices += mesh_vertex_size;
+            concat_vertices += concat_vertex_size;
+        }
+
+        mesh->lpVtbl->UnlockVertexBuffer(mesh);
+    }
+
+    concat_mesh->lpVtbl->UnlockVertexBuffer(concat_mesh);
+    concat_vertices = NULL;
+
+    hr = concat_mesh->lpVtbl->LockIndexBuffer(concat_mesh, 0, &concat_indices);
+    if (FAILED(hr)) goto cleanup;
+
+    index_offset = 0;
+    LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+    {
+        ID3DXMesh *mesh = container_ptr->mesh;
+        const void *mesh_indices;
+        DWORD num_mesh_faces = mesh->lpVtbl->GetNumFaces(mesh);
+        DWORD i;
+
+        hr = mesh->lpVtbl->LockIndexBuffer(mesh, D3DLOCK_READONLY, (void**)&mesh_indices);
+        if (FAILED(hr)) goto cleanup;
+
+        if (options & D3DXMESH_32BIT) {
+            DWORD *dest = concat_indices;
+            const DWORD *src = mesh_indices;
+            for (i = 0; i < num_mesh_faces * 3; i++)
+                *dest++ = index_offset + *src++;
+            concat_indices = dest;
+        } else {
+            WORD *dest = concat_indices;
+            const WORD *src = mesh_indices;
+            for (i = 0; i < num_mesh_faces * 3; i++)
+                *dest++ = index_offset + *src++;
+            concat_indices = dest;
+        }
+        mesh->lpVtbl->UnlockIndexBuffer(mesh);
+
+        index_offset += num_mesh_faces * 3;
+    }
+
+    concat_mesh->lpVtbl->UnlockIndexBuffer(concat_mesh);
+    concat_indices = NULL;
+
+    if (num_materials) {
+        DWORD *concat_attrib_buffer = NULL;
+        DWORD offset = 0;
+
+        hr = concat_mesh->lpVtbl->LockAttributeBuffer(concat_mesh, 0, &concat_attrib_buffer);
+        if (FAILED(hr)) goto cleanup;
+
+        LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+        {
+            ID3DXMesh *mesh = container_ptr->mesh;
+            const DWORD *mesh_attrib_buffer = NULL;
+            DWORD count = mesh->lpVtbl->GetNumFaces(mesh);
+
+            hr = mesh->lpVtbl->LockAttributeBuffer(mesh, D3DLOCK_READONLY, (DWORD**)&mesh_attrib_buffer);
+            if (FAILED(hr)) {
+                concat_mesh->lpVtbl->UnlockAttributeBuffer(concat_mesh);
+                goto cleanup;
+            }
+
+            while (count--)
+                *concat_attrib_buffer++ = offset + *mesh_attrib_buffer++;
+
+            mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+            offset += container_ptr->num_materials;
+        }
+        concat_mesh->lpVtbl->UnlockAttributeBuffer(concat_mesh);
+    }
+
+    if (materials_out || effects_out) {
+        D3DXMATERIAL *out_ptr;
+        if (!num_materials) {
+            /* create default material */
+            hr = D3DXCreateBuffer(sizeof(D3DXMATERIAL), &materials);
+            if (FAILED(hr)) goto cleanup;
+
+            out_ptr = ID3DXBuffer_GetBufferPointer(materials);
+            out_ptr->MatD3D.Diffuse.r = 0.5f;
+            out_ptr->MatD3D.Diffuse.g = 0.5f;
+            out_ptr->MatD3D.Diffuse.b = 0.5f;
+            out_ptr->MatD3D.Specular.r = 0.5f;
+            out_ptr->MatD3D.Specular.g = 0.5f;
+            out_ptr->MatD3D.Specular.b = 0.5f;
+            /* D3DXCreateBuffer initializes the rest to zero */
+        } else {
+            DWORD buffer_size = num_materials * sizeof(D3DXMATERIAL);
+            char *strings_out_ptr;
+
+            LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+            {
+                if (container_ptr->materials) {
+                    DWORD i;
+                    const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
+                    for (i = 0; i < container_ptr->num_materials; i++)
+                    {
+                        if (in_ptr->pTextureFilename)
+                            buffer_size += strlen(in_ptr->pTextureFilename) + 1;
+                        in_ptr++;
+                    }
+                }
+            }
+
+            hr = D3DXCreateBuffer(buffer_size, &materials);
+            if (FAILED(hr)) goto cleanup;
+            out_ptr = ID3DXBuffer_GetBufferPointer(materials);
+            strings_out_ptr = (char*)(out_ptr + num_materials);
+
+            LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+            {
+                if (container_ptr->materials) {
+                    DWORD i;
+                    const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
+                    for (i = 0; i < container_ptr->num_materials; i++)
+                    {
+                        out_ptr->MatD3D = in_ptr->MatD3D;
+                        if (in_ptr->pTextureFilename) {
+                            out_ptr->pTextureFilename = strings_out_ptr;
+                            strcpy(out_ptr->pTextureFilename, in_ptr->pTextureFilename);
+                            strings_out_ptr += strlen(in_ptr->pTextureFilename) + 1;
+                        }
+                        in_ptr++;
+                        out_ptr++;
+                    }
+                }
+            }
+        }
+    }
+    if (!num_materials)
+        num_materials = 1;
+
+    if (effects_out) {
+        generate_effects(materials, num_materials, &effects);
+        if (!materials_out) {
+            ID3DXBuffer_Release(materials);
+            materials = NULL;
+        }
+    }
+
+    if (adjacency_out) {
+        if (!list_next(&container_list, list_head(&container_list))) {
+            container_ptr = LIST_ENTRY(list_head(&container_list), struct mesh_container, entry);
+            adjacency = container_ptr->adjacency;
+            container_ptr->adjacency = NULL;
+        } else {
+            DWORD offset = 0;
+            DWORD *out_ptr;
+
+            hr = D3DXCreateBuffer(num_faces * 3 * sizeof(DWORD), &adjacency);
+            if (FAILED(hr)) goto cleanup;
+
+            out_ptr = ID3DXBuffer_GetBufferPointer(adjacency);
+            LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
+            {
+                DWORD i;
+                DWORD count = 3 * container_ptr->mesh->lpVtbl->GetNumFaces(container_ptr->mesh);
+                DWORD *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->adjacency);
+
+                for (i = 0; i < count; i++)
+                    *out_ptr++ = offset + *in_ptr++;
+
+                offset += count;
+            }
+        }
+    }
+
+    *mesh_out = concat_mesh;
+    if (adjacency_out) *adjacency_out = adjacency;
+    if (materials_out) *materials_out = materials;
+    if (effects_out) *effects_out = effects;
+    if (num_materials_out) *num_materials_out = num_materials;
+
+    hr = D3D_OK;
+cleanup:
+    if (concat_indices) concat_mesh->lpVtbl->UnlockIndexBuffer(concat_mesh);
+    if (concat_vertices) concat_mesh->lpVtbl->UnlockVertexBuffer(concat_mesh);
+    if (filedata) filedata->lpVtbl->Release(filedata);
+    if (enumobj) enumobj->lpVtbl->Release(enumobj);
+    if (d3dxfile) d3dxfile->lpVtbl->Release(d3dxfile);
+    if (FAILED(hr)) {
+        if (concat_mesh) IUnknown_Release(concat_mesh);
+        if (materials) ID3DXBuffer_Release(materials);
+        if (effects) ID3DXBuffer_Release(effects);
+        if (adjacency) ID3DXBuffer_Release(adjacency);
+    }
+    LIST_FOR_EACH_ENTRY_SAFE(container_ptr, next_container_ptr, &container_list, struct mesh_container, entry)
+    {
+        if (container_ptr->mesh) IUnknown_Release(container_ptr->mesh);
+        if (container_ptr->adjacency) ID3DXBuffer_Release(container_ptr->adjacency);
+        if (container_ptr->materials) ID3DXBuffer_Release(container_ptr->materials);
+        if (container_ptr->effects) ID3DXBuffer_Release(container_ptr->effects);
+        HeapFree(GetProcessHeap(), 0, container_ptr);
+    }
+    return hr;
+}
+
+struct vertex
+{
+    D3DXVECTOR3 position;
+    D3DXVECTOR3 normal;
+};
+
+HRESULT WINAPI D3DXCreatePolygon(struct IDirect3DDevice9 *device, float length, UINT sides,
+        struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+    HRESULT hr;
+    ID3DXMesh *polygon;
+    struct vertex *vertices;
+    WORD (*faces)[3];
+    DWORD (*adjacency_buf)[3];
+    float scale;
+    unsigned int i;
+
+    TRACE("device %p, length %f, sides %u, mesh %p, adjacency %p.\n",
+            device, length, sides, mesh, adjacency);
+
+    if (!device || length < 0.0f || sides < 3 || !mesh)
+        return D3DERR_INVALIDCALL;
+
+    if (FAILED(hr = D3DXCreateMeshFVF(sides, sides + 1, D3DXMESH_MANAGED,
+            D3DFVF_XYZ | D3DFVF_NORMAL, device, &polygon)))
+    {
+        return hr;
+    }
+
+    if (FAILED(hr = polygon->lpVtbl->LockVertexBuffer(polygon, 0, (void **)&vertices)))
+    {
+        polygon->lpVtbl->Release(polygon);
+        return hr;
+    }
+
+    if (FAILED(hr = polygon->lpVtbl->LockIndexBuffer(polygon, 0, (void **)&faces)))
+    {
+        polygon->lpVtbl->UnlockVertexBuffer(polygon);
+        polygon->lpVtbl->Release(polygon);
+        return hr;
+    }
+
+    scale = 0.5f * length / sinf(D3DX_PI / sides);
+
+    vertices[0].position.x = 0.0f;
+    vertices[0].position.y = 0.0f;
+    vertices[0].position.z = 0.0f;
+    vertices[0].normal.x = 0.0f;
+    vertices[0].normal.y = 0.0f;
+    vertices[0].normal.z = 1.0f;
+
+    for (i = 0; i < sides; ++i)
+    {
+        vertices[i + 1].position.x = cosf(2.0f * D3DX_PI * i / sides) * scale;
+        vertices[i + 1].position.y = sinf(2.0f * D3DX_PI * i / sides) * scale;
+        vertices[i + 1].position.z = 0.0f;
+        vertices[i + 1].normal.x = 0.0f;
+        vertices[i + 1].normal.y = 0.0f;
+        vertices[i + 1].normal.z = 1.0f;
+
+        faces[i][0] = 0;
+        faces[i][1] = i + 1;
+        faces[i][2] = i + 2;
+    }
+
+    faces[sides - 1][2] = 1;
+
+    polygon->lpVtbl->UnlockVertexBuffer(polygon);
+    polygon->lpVtbl->UnlockIndexBuffer(polygon);
+
+    if (adjacency)
+    {
+        if (FAILED(hr = D3DXCreateBuffer(sides * sizeof(DWORD) * 3, adjacency)))
+        {
+            polygon->lpVtbl->Release(polygon);
+            return hr;
+        }
+
+        adjacency_buf = ID3DXBuffer_GetBufferPointer(*adjacency);
+        for (i = 0; i < sides; ++i)
+        {
+            adjacency_buf[i][0] = i - 1;
+            adjacency_buf[i][1] = ~0U;
+            adjacency_buf[i][2] = i + 1;
+        }
+        adjacency_buf[0][0] = sides - 1;
+        adjacency_buf[sides - 1][2] = 0;
+    }
+
+    *mesh = polygon;
+
+    return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateBox(struct IDirect3DDevice9 *device, float width, float height,
+        float depth, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+    HRESULT hr;
+    ID3DXMesh *box;
+    struct vertex *vertices;
+    WORD (*faces)[3];
+    DWORD *adjacency_buf;
+    unsigned int i, face;
+    static const D3DXVECTOR3 unit_box[] =
+    {
+        {-0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f,  0.5f}, {-0.5f,  0.5f,  0.5f}, {-0.5f,  0.5f, -0.5f},
+        {-0.5f,  0.5f, -0.5f}, {-0.5f,  0.5f,  0.5f}, { 0.5f,  0.5f,  0.5f}, { 0.5f,  0.5f, -0.5f},
+        { 0.5f,  0.5f, -0.5f}, { 0.5f,  0.5f,  0.5f}, { 0.5f, -0.5f,  0.5f}, { 0.5f, -0.5f, -0.5f},
+        {-0.5f, -0.5f,  0.5f}, {-0.5f, -0.5f, -0.5f}, { 0.5f, -0.5f, -0.5f}, { 0.5f, -0.5f,  0.5f},
+        {-0.5f, -0.5f,  0.5f}, { 0.5f, -0.5f,  0.5f}, { 0.5f,  0.5f,  0.5f}, {-0.5f,  0.5f,  0.5f},
+        {-0.5f, -0.5f, -0.5f}, {-0.5f,  0.5f, -0.5f}, { 0.5f,  0.5f, -0.5f}, { 0.5f, -0.5f, -0.5f}
+    };
+    static const D3DXVECTOR3 normals[] =
+    {
+        {-1.0f,  0.0f, 0.0f}, { 0.0f, 1.0f, 0.0f}, { 1.0f, 0.0f,  0.0f},
+        { 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, { 0.0f, 0.0f, -1.0f}
+    };
+    static const DWORD adjacency_table[] =
+    {
+        6, 9, 1, 2, 10, 0, 1,  9,  3, 4, 10,  2,
+        3, 8, 5, 7, 11, 4, 0, 11,  7, 5,  8,  6,
+        7, 4, 9, 2,  0, 8, 1,  3, 11, 5,  6, 10
+    };
+
+    TRACE("device %p, width %f, height %f, depth %f, mesh %p, adjacency %p\n",
+                    device, width, height, depth, mesh, adjacency);
+
+    if (!device || width < 0.0f || height < 0.0f || depth < 0.0f || !mesh)
+    {
+        return D3DERR_INVALIDCALL;
+    }
+
+    if (FAILED(hr = D3DXCreateMeshFVF(12, 24, D3DXMESH_MANAGED, D3DFVF_XYZ | D3DFVF_NORMAL, device, &box)))
+    {
+        return hr;
+    }
+
+    if (FAILED(hr = box->lpVtbl->LockVertexBuffer(box, 0, (void **)&vertices)))
+    {
+        box->lpVtbl->Release(box);
+        return hr;
+    }
+
+    if (FAILED(hr = box->lpVtbl->LockIndexBuffer(box, 0, (void **)&faces)))
+    {
+        box->lpVtbl->UnlockVertexBuffer(box);
+        box->lpVtbl->Release(box);
+        return hr;
+    }
+
+    for (i = 0; i < 24; i++)
+    {
+        vertices[i].position.x = width * unit_box[i].x;
+        vertices[i].position.y = height * unit_box[i].y;
+        vertices[i].position.z = depth * unit_box[i].z;
+        vertices[i].normal.x = normals[i / 4].x;
+        vertices[i].normal.y = normals[i / 4].y;
+        vertices[i].normal.z = normals[i / 4].z;
+    }
+
+    face = 0;
+    for (i = 0; i < 12; i++)
+    {
+        faces[i][0] = face++;
+        faces[i][1] = face++;
+        faces[i][2] = (i % 2) ? face - 4 : face;
+    }
+
+    box->lpVtbl->UnlockIndexBuffer(box);
+    box->lpVtbl->UnlockVertexBuffer(box);
+
+    if (adjacency)
+    {
+        if (FAILED(hr = D3DXCreateBuffer(sizeof(adjacency_table), adjacency)))
+        {
+            box->lpVtbl->Release(box);
+            return hr;
+        }
+
+        adjacency_buf = ID3DXBuffer_GetBufferPointer(*adjacency);
+        memcpy(adjacency_buf, adjacency_table, sizeof(adjacency_table));
+    }
+
+    *mesh = box;
+
+    return D3D_OK;
+}
+
+typedef WORD face[3];
+
+struct sincos_table
+{
+    float *sin;
+    float *cos;
+};
+
+static void free_sincos_table(struct sincos_table *sincos_table)
+{
+    HeapFree(GetProcessHeap(), 0, sincos_table->cos);
+    HeapFree(GetProcessHeap(), 0, sincos_table->sin);
+}
+
+/* pre compute sine and cosine tables; caller must free */
+static BOOL compute_sincos_table(struct sincos_table *sincos_table, float angle_start, float angle_step, int n)
+{
+    float angle;
+    int i;
+
+    sincos_table->sin = HeapAlloc(GetProcessHeap(), 0, n * sizeof(*sincos_table->sin));
+    if (!sincos_table->sin)
+    {
+        return FALSE;
+    }
+    sincos_table->cos = HeapAlloc(GetProcessHeap(), 0, n * sizeof(*sincos_table->cos));
+    if (!sincos_table->cos)
+    {
+        HeapFree(GetProcessHeap(), 0, sincos_table->sin);
+        return FALSE;
+    }
+
+    angle = angle_start;
+    for (i = 0; i < n; i++)
+    {
+        sincos_table->sin[i] = sinf(angle);
+        sincos_table->cos[i] = cosf(angle);
+        angle += angle_step;
+    }
+
+    return TRUE;
+}
+
+static WORD vertex_index(UINT slices, int slice, int stack)
+{
+    return stack*slices+slice+1;
+}
+
+HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, UINT slices,
+        UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+    DWORD number_of_vertices, number_of_faces;
+    HRESULT hr;
+    ID3DXMesh *sphere;
+    struct vertex *vertices;
+    face *faces;
+    float phi_step, phi_start;
+    struct sincos_table phi;
+    float theta_step, theta, sin_theta, cos_theta;
+    DWORD vertex, face, stack, slice;
+
+    TRACE("(%p, %f, %u, %u, %p, %p)\n", device, radius, slices, stacks, mesh, adjacency);
+
+    if (!device || radius < 0.0f || slices < 2 || stacks < 2 || !mesh)
+    {
+        return D3DERR_INVALIDCALL;
+    }
+
+    number_of_vertices = 2 + slices * (stacks-1);
+    number_of_faces = 2 * slices + (stacks - 2) * (2 * slices);
+
+    hr = D3DXCreateMeshFVF(number_of_faces, number_of_vertices, D3DXMESH_MANAGED,
+                           D3DFVF_XYZ | D3DFVF_NORMAL, device, &sphere);
+    if (FAILED(hr))
+    {
+        return hr;
+    }
+
+    if (FAILED(hr = sphere->lpVtbl->LockVertexBuffer(sphere, 0, (void **)&vertices)))
+    {
+        sphere->lpVtbl->Release(sphere);
+        return hr;
+    }
+
+    if (FAILED(hr = sphere->lpVtbl->LockIndexBuffer(sphere, 0, (void **)&faces)))
+    {
+        sphere->lpVtbl->UnlockVertexBuffer(sphere);
+        sphere->lpVtbl->Release(sphere);
+        return hr;
+    }
+
+    /* phi = angle on xz plane wrt z axis */
+    phi_step = -2.0f * D3DX_PI / slices;
+    phi_start = D3DX_PI / 2.0f;
+
+    if (!compute_sincos_table(&phi, phi_start, phi_step, slices))
+    {
+        sphere->lpVtbl->UnlockIndexBuffer(sphere);
+        sphere->lpVtbl->UnlockVertexBuffer(sphere);
+        sphere->lpVtbl->Release(sphere);
+        return E_OUTOFMEMORY;
+    }
+
+    /* theta = angle on xy plane wrt x axis */
+    theta_step = D3DX_PI / stacks;
+    theta = theta_step;
+
+    vertex = 0;
+    face = 0;
+
+    vertices[vertex].normal.x = 0.0f;
+    vertices[vertex].normal.y = 0.0f;
+    vertices[vertex].normal.z = 1.0f;
+    vertices[vertex].position.x = 0.0f;
+    vertices[vertex].position.y = 0.0f;
+    vertices[vertex].position.z = radius;
+    vertex++;
+
+    for (stack = 0; stack < stacks - 1; stack++)
+    {
+        sin_theta = sinf(theta);
+        cos_theta = cosf(theta);
+
+        for (slice = 0; slice < slices; slice++)
+        {
+            vertices[vertex].normal.x = sin_theta * phi.cos[slice];
+            vertices[vertex].normal.y = sin_theta * phi.sin[slice];
+            vertices[vertex].normal.z = cos_theta;
+            vertices[vertex].position.x = radius * sin_theta * phi.cos[slice];
+            vertices[vertex].position.y = radius * sin_theta * phi.sin[slice];
+            vertices[vertex].position.z = radius * cos_theta;
+            vertex++;
+
+            if (slice > 0)
+            {
+                if (stack == 0)
+                {
+                    /* top stack is triangle fan */
+                    faces[face][0] = 0;
+                    faces[face][1] = slice + 1;
+                    faces[face][2] = slice;
+                    face++;
+                }
+                else
+                {
+                    /* stacks in between top and bottom are quad strips */
+                    faces[face][0] = vertex_index(slices, slice-1, stack-1);
+                    faces[face][1] = vertex_index(slices, slice, stack-1);
+                    faces[face][2] = vertex_index(slices, slice-1, stack);
+                    face++;
+
+                    faces[face][0] = vertex_index(slices, slice, stack-1);
+                    faces[face][1] = vertex_index(slices, slice, stack);
+                    faces[face][2] = vertex_index(slices, slice-1, stack);
+                    face++;
+                }
+            }
+        }
+
+        theta += theta_step;
+
+        if (stack == 0)
+        {
+            faces[face][0] = 0;
+            faces[face][1] = 1;
+            faces[face][2] = slice;
+            face++;
+        }
+        else
+        {
+            faces[face][0] = vertex_index(slices, slice-1, stack-1);
+            faces[face][1] = vertex_index(slices, 0, stack-1);
+            faces[face][2] = vertex_index(slices, slice-1, stack);
+            face++;
+
+            faces[face][0] = vertex_index(slices, 0, stack-1);
+            faces[face][1] = vertex_index(slices, 0, stack);
+            faces[face][2] = vertex_index(slices, slice-1, stack);
+            face++;
+        }
+    }
+
+    vertices[vertex].position.x = 0.0f;
+    vertices[vertex].position.y = 0.0f;
+    vertices[vertex].position.z = -radius;
+    vertices[vertex].normal.x = 0.0f;
+    vertices[vertex].normal.y = 0.0f;
+    vertices[vertex].normal.z = -1.0f;
+
+    /* bottom stack is triangle fan */
+    for (slice = 1; slice < slices; slice++)
+    {
+        faces[face][0] = vertex_index(slices, slice-1, stack-1);
+        faces[face][1] = vertex_index(slices, slice, stack-1);
+        faces[face][2] = vertex;
+        face++;
+    }
+
+    faces[face][0] = vertex_index(slices, slice-1, stack-1);
+    faces[face][1] = vertex_index(slices, 0, stack-1);
+    faces[face][2] = vertex;
+
+    free_sincos_table(&phi);
+    sphere->lpVtbl->UnlockIndexBuffer(sphere);
+    sphere->lpVtbl->UnlockVertexBuffer(sphere);
+
+
+    if (adjacency)
+    {
+        if (FAILED(hr = D3DXCreateBuffer(number_of_faces * sizeof(DWORD) * 3, adjacency)))
+        {
+            sphere->lpVtbl->Release(sphere);
+            return hr;
+        }
+
+        if (FAILED(hr = sphere->lpVtbl->GenerateAdjacency(sphere, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+        {
+            (*adjacency)->lpVtbl->Release(*adjacency);
+            sphere->lpVtbl->Release(sphere);
+            return hr;
+        }
+    }
+
+    *mesh = sphere;
+
+    return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateCylinder(struct IDirect3DDevice9 *device, float radius1, float radius2,
+        float length, UINT slices, UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+    DWORD number_of_vertices, number_of_faces;
+    HRESULT hr;
+    ID3DXMesh *cylinder;
+    struct vertex *vertices;
+    face *faces;
+    float theta_step, theta_start;
+    struct sincos_table theta;
+    float delta_radius, radius, radius_step;
+    float z, z_step, z_normal;
+    DWORD vertex, face, slice, stack;
+
+    TRACE("(%p, %f, %f, %f, %u, %u, %p, %p)\n", device, radius1, radius2, length, slices, stacks, mesh, adjacency);
+
+    if (device == NULL || radius1 < 0.0f || radius2 < 0.0f || length < 0.0f || slices < 2 || stacks < 1 || mesh == NULL)
+    {
+        return D3DERR_INVALIDCALL;
+    }
+
+    number_of_vertices = 2 + (slices * (3 + stacks));
+    number_of_faces = 2 * slices + stacks * (2 * slices);
+
+    hr = D3DXCreateMeshFVF(number_of_faces, number_of_vertices, D3DXMESH_MANAGED,
+                           D3DFVF_XYZ | D3DFVF_NORMAL, device, &cylinder);
+    if (FAILED(hr))
+    {
+        return hr;
+    }
+
+    if (FAILED(hr = cylinder->lpVtbl->LockVertexBuffer(cylinder, 0, (void **)&vertices)))
+    {
+        cylinder->lpVtbl->Release(cylinder);
+        return hr;
+    }
+
+    if (FAILED(hr = cylinder->lpVtbl->LockIndexBuffer(cylinder, 0, (void **)&faces)))
+    {
+        cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
+        cylinder->lpVtbl->Release(cylinder);
+        return hr;
+    }
+
+    /* theta = angle on xy plane wrt x axis */
+    theta_step = -2.0f * D3DX_PI / slices;
+    theta_start = D3DX_PI / 2.0f;
+
+    if (!compute_sincos_table(&theta, theta_start, theta_step, slices))
+    {
+        cylinder->lpVtbl->UnlockIndexBuffer(cylinder);
+        cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
+        cylinder->lpVtbl->Release(cylinder);
+        return E_OUTOFMEMORY;
+    }
+
+    vertex = 0;
+    face = 0;
+
+    delta_radius = radius1 - radius2;
+    radius = radius1;
+    radius_step = delta_radius / stacks;
+
+    z = -length / 2;
+    z_step = length / stacks;
+    z_normal = delta_radius / length;
+    if (isnan(z_normal))
+    {
+        z_normal = 0.0f;
+    }
+
+    vertices[vertex].normal.x = 0.0f;
+    vertices[vertex].normal.y = 0.0f;
+    vertices[vertex].normal.z = -1.0f;
+    vertices[vertex].position.x = 0.0f;
+    vertices[vertex].position.y = 0.0f;
+    vertices[vertex++].position.z = z;
+
+    for (slice = 0; slice < slices; slice++, vertex++)
+    {
+        vertices[vertex].normal.x = 0.0f;
+        vertices[vertex].normal.y = 0.0f;
+        vertices[vertex].normal.z = -1.0f;
+        vertices[vertex].position.x = radius * theta.cos[slice];
+        vertices[vertex].position.y = radius * theta.sin[slice];
+        vertices[vertex].position.z = z;
+
+        if (slice > 0)
+        {
+            faces[face][0] = 0;
+            faces[face][1] = slice;
+            faces[face++][2] = slice + 1;
+        }
+    }
+
+    faces[face][0] = 0;
+    faces[face][1] = slice;
+    faces[face++][2] = 1;
+
+    for (stack = 1; stack <= stacks+1; stack++)
+    {
+        for (slice = 0; slice < slices; slice++, vertex++)
+        {
+            vertices[vertex].normal.x = theta.cos[slice];
+            vertices[vertex].normal.y = theta.sin[slice];
+            vertices[vertex].normal.z = z_normal;
+            D3DXVec3Normalize(&vertices[vertex].normal, &vertices[vertex].normal);
+            vertices[vertex].position.x = radius * theta.cos[slice];
+            vertices[vertex].position.y = radius * theta.sin[slice];
+            vertices[vertex].position.z = z;
+
+            if (stack > 1 && slice > 0)
+            {
+                faces[face][0] = vertex_index(slices, slice-1, stack-1);
+                faces[face][1] = vertex_index(slices, slice-1, stack);
+                faces[face++][2] = vertex_index(slices, slice, stack-1);
+
+                faces[face][0] = vertex_index(slices, slice, stack-1);
+                faces[face][1] = vertex_index(slices, slice-1, stack);
+                faces[face++][2] = vertex_index(slices, slice, stack);
+            }
+        }
+
+        if (stack > 1)
+        {
+            faces[face][0] = vertex_index(slices, slice-1, stack-1);
+            faces[face][1] = vertex_index(slices, slice-1, stack);
+            faces[face++][2] = vertex_index(slices, 0, stack-1);
+
+            faces[face][0] = vertex_index(slices, 0, stack-1);
+            faces[face][1] = vertex_index(slices, slice-1, stack);
+            faces[face++][2] = vertex_index(slices, 0, stack);
+        }
+
+        if (stack < stacks + 1)
+        {
+            z += z_step;
+            radius -= radius_step;
+        }
+    }
+
+    for (slice = 0; slice < slices; slice++, vertex++)
+    {
+        vertices[vertex].normal.x = 0.0f;
+        vertices[vertex].normal.y = 0.0f;
+        vertices[vertex].normal.z = 1.0f;
+        vertices[vertex].position.x = radius * theta.cos[slice];
+        vertices[vertex].position.y = radius * theta.sin[slice];
+        vertices[vertex].position.z = z;
+
+        if (slice > 0)
+        {
+            faces[face][0] = vertex_index(slices, slice-1, stack);
+            faces[face][1] = number_of_vertices - 1;
+            faces[face++][2] = vertex_index(slices, slice, stack);
+        }
+    }
+
+    vertices[vertex].position.x = 0.0f;
+    vertices[vertex].position.y = 0.0f;
+    vertices[vertex].position.z = z;
+    vertices[vertex].normal.x = 0.0f;
+    vertices[vertex].normal.y = 0.0f;
+    vertices[vertex].normal.z = 1.0f;
+
+    faces[face][0] = vertex_index(slices, slice-1, stack);
+    faces[face][1] = number_of_vertices - 1;
+    faces[face][2] = vertex_index(slices, 0, stack);
+
+    free_sincos_table(&theta);
+    cylinder->lpVtbl->UnlockIndexBuffer(cylinder);
+    cylinder->lpVtbl->UnlockVertexBuffer(cylinder);
+
+    if (adjacency)
+    {
+        if (FAILED(hr = D3DXCreateBuffer(number_of_faces * sizeof(DWORD) * 3, adjacency)))
+        {
+            cylinder->lpVtbl->Release(cylinder);
+            return hr;
+        }
+
+        if (FAILED(hr = cylinder->lpVtbl->GenerateAdjacency(cylinder, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+        {
+            (*adjacency)->lpVtbl->Release(*adjacency);
+            cylinder->lpVtbl->Release(cylinder);
+            return hr;
+        }
+    }
+
+    *mesh = cylinder;
+
+    return D3D_OK;
+}
+
+HRESULT WINAPI D3DXCreateTeapot(struct IDirect3DDevice9 *device,
+        struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency)
+{
+    FIXME("(%p, %p, %p): stub\n", device, mesh, adjacency);
+
+    return D3DXCreateSphere(device, 1.0f, 4, 4, mesh, adjacency);
+}
+
+HRESULT WINAPI D3DXCreateTextA(struct IDirect3DDevice9 *device, HDC hdc, const char *text, float deviation,
+        float extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics)
+{
+    WCHAR *textW;
+    HRESULT hr;
+    int len;
+
+    TRACE("device %p, hdc %p, text %s, deviation %.8e, extrusion %.8e, mesh %p, adjacency %p, glyphmetrics %p.\n",
+            device, hdc, debugstr_a(text), deviation, extrusion, mesh, adjacency, glyphmetrics);
+
+    if (!text)
+        return D3DERR_INVALIDCALL;
+
+    len = MultiByteToWideChar(CP_ACP, 0, text, -1, NULL, 0);
+    textW = HeapAlloc(GetProcessHeap(), 0, len * sizeof(WCHAR));
+    MultiByteToWideChar(CP_ACP, 0, text, -1, textW, len);
+
+    hr = D3DXCreateTextW(device, hdc, textW, deviation, extrusion,
+                         mesh, adjacency, glyphmetrics);
+    HeapFree(GetProcessHeap(), 0, textW);
+
+    return hr;
+}
+
+HRESULT WINAPI D3DXCreateTorus(struct IDirect3DDevice9 *device,
+        float innerradius, float outerradius, UINT sides, UINT rings, struct ID3DXMesh **mesh, ID3DXBuffer **adjacency)
+{
+    HRESULT hr;
+    ID3DXMesh *torus;
+    WORD (*faces)[3];
+    struct vertex *vertices;
+    float phi, phi_step, sin_phi, cos_phi;
+    float theta, theta_step, sin_theta, cos_theta;
+    unsigned int i, j, numvert, numfaces;
+
+    TRACE("device %p, innerradius %.8e, outerradius %.8e, sides %u, rings %u, mesh %p, adjacency %p.\n",
+            device, innerradius, outerradius, sides, rings, mesh, adjacency);
+
+    numvert = sides * rings;
+    numfaces = numvert * 2;
+
+    if (!device || innerradius < 0.0f || outerradius < 0.0f || sides < 3 || rings < 3 || !mesh)
+    {
+        WARN("Invalid arguments.\n");
+        return D3DERR_INVALIDCALL;
+    }
+
+    if (FAILED(hr = D3DXCreateMeshFVF(numfaces, numvert, D3DXMESH_MANAGED, D3DFVF_XYZ | D3DFVF_NORMAL, device, &torus)))
+        return hr;
+
+    if (FAILED(hr = torus->lpVtbl->LockVertexBuffer(torus, 0, (void **)&vertices)))
+    {
+        torus->lpVtbl->Release(torus);
+        return hr;
+    }
+
+    if (FAILED(hr = torus->lpVtbl->LockIndexBuffer(torus, 0, (void **)&faces)))
+    {
+        torus->lpVtbl->UnlockVertexBuffer(torus);
+        torus->lpVtbl->Release(torus);
+        return hr;
+    }
+
+    phi_step = D3DX_PI / sides * 2.0f;
+    theta_step = D3DX_PI / rings * -2.0f;
+
+    theta = 0.0f;
+
+    for (i = 0; i < rings; ++i)
+    {
+        phi = 0.0f;
+
+        sin_theta = sinf(theta);
+        cos_theta = cosf(theta);
+
+        for (j = 0; j < sides; ++j)
+        {
+            sin_phi = sinf(phi);
+            cos_phi = cosf(phi);
+
+            vertices[i * sides + j].position.x = (innerradius * cos_phi + outerradius) * cos_theta;
+            vertices[i * sides + j].position.y = (innerradius * cos_phi + outerradius) * sin_theta;
+            vertices[i * sides + j].position.z = innerradius * sin_phi;
+            vertices[i * sides + j].normal.x = cos_phi * cos_theta;
+            vertices[i * sides + j].normal.y = cos_phi * sin_theta;
+            vertices[i * sides + j].normal.z = sin_phi;
+
+            phi += phi_step;
+        }
+
+        theta += theta_step;
+    }
+
+    for (i = 0; i < numfaces - sides * 2; ++i)
+    {
+        faces[i][0] = i % 2 ? i / 2 + sides : i / 2;
+        faces[i][1] = (i / 2 + 1) % sides ? i / 2 + 1 : i / 2 + 1 - sides;
+        faces[i][2] = (i + 1) % (sides * 2) ? (i + 1) / 2 + sides : (i + 1) / 2;
+    }
+
+    for (j = 0; i < numfaces; ++i, ++j)
+    {
+        faces[i][0] = i % 2 ? j / 2 : i / 2;
+        faces[i][1] = (i / 2 + 1) % sides ? i / 2 + 1 : i / 2 + 1 - sides;
+        faces[i][2] = i == numfaces - 1 ? 0 : (j + 1) / 2;
+    }
+
+    torus->lpVtbl->UnlockIndexBuffer(torus);
+    torus->lpVtbl->UnlockVertexBuffer(torus);
+
+    if (adjacency)
+    {
+        if (FAILED(hr = D3DXCreateBuffer(numfaces * sizeof(DWORD) * 3, adjacency)))
+        {
+            torus->lpVtbl->Release(torus);
+            return hr;
+        }
+
+        if (FAILED(hr = torus->lpVtbl->GenerateAdjacency(torus, 0.0f, (*adjacency)->lpVtbl->GetBufferPointer(*adjacency))))
+        {
+            (*adjacency)->lpVtbl->Release(*adjacency);
+            torus->lpVtbl->Release(torus);
+            return hr;
+        }
+    }
+
+    *mesh = torus;
+
+    return D3D_OK;
+}
+
+enum pointtype {
+    POINTTYPE_CURVE = 0,
+    POINTTYPE_CORNER,
+    POINTTYPE_CURVE_START,
+    POINTTYPE_CURVE_END,
+    POINTTYPE_CURVE_MIDDLE,
+};
+
+struct point2d
+{
+    D3DXVECTOR2 pos;
+    enum pointtype corner;
+};
+
+struct dynamic_array
+{
+    int count, capacity;
+    void *items;
+};
+
+/* is a dynamic_array */
+struct outline
+{
+    int count, capacity;
+    struct point2d *items;
+};
+
+/* is a dynamic_array */
+struct outline_array
+{
+    int count, capacity;
+    struct outline *items;
+};
+
+struct face_array
+{
+    int count;
+    face *items;
+};
+
+struct point2d_index
+{
+    struct outline *outline;
+    int vertex;
+};
+
+struct point2d_index_array
+{
+    int count;
+    struct point2d_index *items;
+};
+
+struct glyphinfo
+{
+    struct outline_array outlines;
+    struct face_array faces;
+    struct point2d_index_array ordered_vertices;
+    float offset_x;
+};
+
+/* is an dynamic_array */
+struct word_array
+{
+    int count, capacity;
+    WORD *items;
+};
+
+/* complex polygons are split into monotone polygons, which have
+ * at most 2 intersections with the vertical sweep line */
+struct triangulation
+{
+    struct word_array vertex_stack;
+    BOOL last_on_top, merging;
+};
+
+/* is an dynamic_array */
+struct triangulation_array
+{
+    int count, capacity;
+    struct triangulation *items;
+
+    struct glyphinfo *glyph;
+};
+
+static BOOL reserve(struct dynamic_array *array, int count, int itemsize)
+{
+    if (count > array->capacity) {
+        void *new_buffer;
+        int new_capacity;
+        if (array->items && array->capacity) {
+            new_capacity = max(array->capacity * 2, count);
+            new_buffer = HeapReAlloc(GetProcessHeap(), 0, array->items, new_capacity * itemsize);
+        } else {
+            new_capacity = max(16, count);
+            new_buffer = HeapAlloc(GetProcessHeap(), 0, new_capacity * itemsize);
+        }
+        if (!new_buffer)
+            return FALSE;
+        array->items = new_buffer;
+        array->capacity = new_capacity;
+    }
+    return TRUE;
+}
+
+static struct point2d *add_points(struct outline *array, int num)
+{
+    struct point2d *item;
+
+    if (!reserve((struct dynamic_array *)array, array->count + num, sizeof(array->items[0])))
+        return NULL;
+
+    item = &array->items[array->count];
+    array->count += num;
+    return item;
+}
+
+static struct outline *add_outline(struct outline_array *array)
+{
+    struct outline *item;
+
+    if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+        return NULL;
+
+    item = &array->items[array->count++];
+    ZeroMemory(item, sizeof(*item));
+    return item;
+}
+
+static inline face *add_face(struct face_array *array)
+{
+    return &array->items[array->count++];
+}
+
+static struct triangulation *add_triangulation(struct triangulation_array *array)
+{
+    struct triangulation *item;
+
+    if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+        return NULL;
+
+    item = &array->items[array->count++];
+    ZeroMemory(item, sizeof(*item));
+    return item;
+}
+
+static HRESULT add_vertex_index(struct word_array *array, WORD vertex_index)
+{
+    if (!reserve((struct dynamic_array *)array, array->count + 1, sizeof(array->items[0])))
+        return E_OUTOFMEMORY;
+
+    array->items[array->count++] = vertex_index;
+    return S_OK;
+}
+
+/* assume fixed point numbers can be converted to float point in place */
+C_ASSERT(sizeof(FIXED) == sizeof(float));
+C_ASSERT(sizeof(POINTFX) == sizeof(D3DXVECTOR2));
+
+static inline D3DXVECTOR2 *convert_fixed_to_float(POINTFX *pt, int count, unsigned int emsquare)
+{
+    D3DXVECTOR2 *ret = (D3DXVECTOR2*)pt;
+    while (count--) {
+        D3DXVECTOR2 *pt_flt = (D3DXVECTOR2*)pt;
+        pt_flt->x = (pt->x.value + pt->x.fract / (float)0x10000) / emsquare;
+        pt_flt->y = (pt->y.value + pt->y.fract / (float)0x10000) / emsquare;
+        pt++;
+    }
+    return ret;
+}
+
+static HRESULT add_bezier_points(struct outline *outline, const D3DXVECTOR2 *p1,
+                                 const D3DXVECTOR2 *p2, const D3DXVECTOR2 *p3,
+                                 float max_deviation_sq)
+{
+    D3DXVECTOR2 split1 = {0, 0}, split2 = {0, 0}, middle, vec;
+    float deviation_sq;
+
+    D3DXVec2Scale(&split1, D3DXVec2Add(&split1, p1, p2), 0.5f);
+    D3DXVec2Scale(&split2, D3DXVec2Add(&split2, p2, p3), 0.5f);
+    D3DXVec2Scale(&middle, D3DXVec2Add(&middle, &split1, &split2), 0.5f);
+
+    deviation_sq = D3DXVec2LengthSq(D3DXVec2Subtract(&vec, &middle, p2));
+    if (deviation_sq < max_deviation_sq) {
+        struct point2d *pt = add_points(outline, 1);
+        if (!pt) return E_OUTOFMEMORY;
+        pt->pos = *p2;
+        pt->corner = POINTTYPE_CURVE;
+        /* the end point is omitted because the end line merges into the next segment of
+         * the split bezier curve, and the end of the split bezier curve is added outside
+         * this recursive function. */
+    } else {
+        HRESULT hr = add_bezier_points(outline, p1, &split1, &middle, max_deviation_sq);
+        if (hr != S_OK) return hr;
+        hr = add_bezier_points(outline, &middle, &split2, p3, max_deviation_sq);
+        if (hr != S_OK) return hr;
+    }
+
+    return S_OK;
+}
+
+static inline BOOL is_direction_similar(D3DXVECTOR2 *dir1, D3DXVECTOR2 *dir2, float cos_theta)
+{
+    /* dot product = cos(theta) */
+    return D3DXVec2Dot(dir1, dir2) > cos_theta;
+}
+
+static inline D3DXVECTOR2 *unit_vec2(D3DXVECTOR2 *dir, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pt2)
+{
+    return D3DXVec2Normalize(D3DXVec2Subtract(dir, pt2, pt1), dir);
+}
+
+struct cos_table
+{
+    float cos_half;
+    float cos_45;
+    float cos_90;
+};
+
+static BOOL attempt_line_merge(struct outline *outline,
+                               int pt_index,
+                               const D3DXVECTOR2 *nextpt,
+                               BOOL to_curve,
+                               const struct cos_table *table)
+{
+    D3DXVECTOR2 curdir, lastdir;
+    struct point2d *prevpt, *pt;
+    BOOL ret = FALSE;
+
+    pt = &outline->items[pt_index];
+    pt_index = (pt_index - 1 + outline->count) % outline->count;
+    prevpt = &outline->items[pt_index];
+
+    if (to_curve)
+        pt->corner = pt->corner != POINTTYPE_CORNER ? POINTTYPE_CURVE_MIDDLE : POINTTYPE_CURVE_START;
+
+    if (outline->count < 2)
+        return FALSE;
+
+    /* remove last point if the next line continues the last line */
+    unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
+    unit_vec2(&curdir, &pt->pos, nextpt);
+    if (is_direction_similar(&lastdir, &curdir, table->cos_half))
+    {
+        outline->count--;
+        if (pt->corner == POINTTYPE_CURVE_END)
+            prevpt->corner = pt->corner;
+        if (prevpt->corner == POINTTYPE_CURVE_END && to_curve)
+            prevpt->corner = POINTTYPE_CURVE_MIDDLE;
+        pt = prevpt;
+
+        ret = TRUE;
+        if (outline->count < 2)
+            return ret;
+
+        pt_index = (pt_index - 1 + outline->count) % outline->count;
+        prevpt = &outline->items[pt_index];
+        unit_vec2(&lastdir, &prevpt->pos, &pt->pos);
+        unit_vec2(&curdir, &pt->pos, nextpt);
+    }
+    return ret;
+}
+
+static HRESULT create_outline(struct glyphinfo *glyph, void *raw_outline, int datasize,
+                              float max_deviation_sq, unsigned int emsquare,
+                              const struct cos_table *cos_table)
+{
+    TTPOLYGONHEADER *header = (TTPOLYGONHEADER *)raw_outline;
+
+    while ((char *)header < (char *)raw_outline + datasize)
+    {
+        TTPOLYCURVE *curve = (TTPOLYCURVE *)(header + 1);
+        struct point2d *lastpt, *pt;
+        D3DXVECTOR2 lastdir;
+        D3DXVECTOR2 *pt_flt;
+        int j;
+        struct outline *outline = add_outline(&glyph->outlines);
+
+        if (!outline)
+            return E_OUTOFMEMORY;
+
+        pt = add_points(outline, 1);
+        if (!pt)
+            return E_OUTOFMEMORY;
+        pt_flt = convert_fixed_to_float(&header->pfxStart, 1, emsquare);
+        pt->pos = *pt_flt;
+        pt->corner = POINTTYPE_CORNER;
+
+        if (header->dwType != TT_POLYGON_TYPE)
+            FIXME("Unknown header type %d\n", header->dwType);
+
+        while ((char *)curve < (char *)header + header->cb)
+        {
+            D3DXVECTOR2 bezier_start = outline->items[outline->count - 1].pos;
+            BOOL to_curve = curve->wType != TT_PRIM_LINE && curve->cpfx > 1;
+            unsigned int j2 = 0;
+
+            if (!curve->cpfx) {
+                curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
+                continue;
+            }
+
+            pt_flt = convert_fixed_to_float(curve->apfx, curve->cpfx, emsquare);
+
+            attempt_line_merge(outline, outline->count - 1, &pt_flt[0], to_curve, cos_table);
+
+            if (to_curve)
+            {
+                HRESULT hr;
+                int count = curve->cpfx;
+
+                while (count > 2)
+                {
+                    D3DXVECTOR2 bezier_end;
+
+                    D3DXVec2Scale(&bezier_end, D3DXVec2Add(&bezier_end, &pt_flt[j2], &pt_flt[j2+1]), 0.5f);
+                    hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &bezier_end, max_deviation_sq);
+                    if (hr != S_OK)
+                        return hr;
+                    bezier_start = bezier_end;
+                    count--;
+                    j2++;
+                }
+                hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &pt_flt[j2+1], max_deviation_sq);
+                if (hr != S_OK)
+                    return hr;
+
+                pt = add_points(outline, 1);
+                if (!pt)
+                    return E_OUTOFMEMORY;
+                j2++;
+                pt->pos = pt_flt[j2];
+                pt->corner = POINTTYPE_CURVE_END;
+            } else {
+                pt = add_points(outline, curve->cpfx);
+                if (!pt)
+                    return E_OUTOFMEMORY;
+                for (j2 = 0; j2 < curve->cpfx; j2++)
+                {
+                    pt->pos = pt_flt[j2];
+                    pt->corner = POINTTYPE_CORNER;
+                    pt++;
+                }
+            }
+
+            curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
+        }
+
+        /* remove last point if the next line continues the last line */
+        if (outline->count >= 3) {
+            BOOL to_curve;
+
+            lastpt = &outline->items[outline->count - 1];
+            pt = &outline->items[0];
+            if (pt->pos.x == lastpt->pos.x && pt->pos.y == lastpt->pos.y) {
+                if (lastpt->corner == POINTTYPE_CURVE_END)
+                {
+                    if (pt->corner == POINTTYPE_CURVE_START)
+                        pt->corner = POINTTYPE_CURVE_MIDDLE;
+                    else
+                        pt->corner = POINTTYPE_CURVE_END;
+                }
+                outline->count--;
+            } else {
+                /* outline closed with a line from end to start point */
+                attempt_line_merge(outline, outline->count - 1, &pt->pos, FALSE, cos_table);
+            }
+            lastpt = &outline->items[0];
+            to_curve = lastpt->corner != POINTTYPE_CORNER && lastpt->corner != POINTTYPE_CURVE_END;
+            if (lastpt->corner == POINTTYPE_CURVE_START)
+                lastpt->corner = POINTTYPE_CORNER;
+            pt = &outline->items[1];
+            if (attempt_line_merge(outline, 0, &pt->pos, to_curve, cos_table))
+                *lastpt = outline->items[outline->count];
+        }
+
+        lastpt = &outline->items[outline->count - 1];
+        pt = &outline->items[0];
+        unit_vec2(&lastdir, &lastpt->pos, &pt->pos);
+        for (j = 0; j < outline->count; j++)
+        {
+            D3DXVECTOR2 curdir;
+
+            lastpt = pt;
+            pt = &outline->items[(j + 1) % outline->count];
+            unit_vec2(&curdir, &lastpt->pos, &pt->pos);
+
+            switch (lastpt->corner)
+            {
+                case POINTTYPE_CURVE_START:
+                case POINTTYPE_CURVE_END:
+                    if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_45))
+                        lastpt->corner = POINTTYPE_CORNER;
+                    break;
+                case POINTTYPE_CURVE_MIDDLE:
+                    if (!is_direction_similar(&lastdir, &curdir, cos_table->cos_90))
+                        lastpt->corner = POINTTYPE_CORNER;
+                    else
+                        lastpt->corner = POINTTYPE_CURVE;
+                    break;
+                default:
+                    break;
+            }
+            lastdir = curdir;
+        }
+
+        header = (TTPOLYGONHEADER *)((char *)header + header->cb);
+    }
+    return S_OK;
+}
+
+/* Get the y-distance from a line to a point */
+static float get_line_to_point_y_distance(D3DXVECTOR2 *line_pt1,
+                                          D3DXVECTOR2 *line_pt2,
+                                          D3DXVECTOR2 *point)
+{
+    D3DXVECTOR2 line_vec = {0, 0};
+    float line_pt_dx;
+    float line_y;
+
+    D3DXVec2Subtract(&line_vec, line_pt2, line_pt1);
+    line_pt_dx = point->x - line_pt1->x;
+    line_y = line_pt1->y + (line_vec.y * line_pt_dx) / line_vec.x;
+    return point->y - line_y;
+}
+
+static D3DXVECTOR2 *get_indexed_point(struct point2d_index *pt_idx)
+{
+    return &pt_idx->outline->items[pt_idx->vertex].pos;
+}
+
+static D3DXVECTOR2 *get_ordered_vertex(struct glyphinfo *glyph, WORD index)
+{
+    return get_indexed_point(&glyph->ordered_vertices.items[index]);
+}
+
+static void remove_triangulation(struct triangulation_array *array, struct triangulation *item)
+{
+    HeapFree(GetProcessHeap(), 0, item->vertex_stack.items);
+    MoveMemory(item, item + 1, (char*)&array->items[array->count] - (char*)(item + 1));
+    array->count--;
+}
+
+static HRESULT triangulation_add_point(struct triangulation **t_ptr,
+                                       struct triangulation_array *triangulations,
+                                       WORD vtx_idx,
+                                       BOOL to_top)
+{
+    struct glyphinfo *glyph = triangulations->glyph;
+    struct triangulation *t = *t_ptr;
+    HRESULT hr;
+    face *face;
+    int f1, f2;
+
+    if (t->last_on_top) {
+        f1 = 1;
+        f2 = 2;
+    } else {
+        f1 = 2;
+        f2 = 1;
+    }
+
+    if (t->last_on_top != to_top && t->vertex_stack.count > 1) {
+        /* consume all vertices on the stack */
+        WORD last_pt = t->vertex_stack.items[0];
+        int i;
+        for (i = 1; i < t->vertex_stack.count; i++)
+        {
+            face = add_face(&glyph->faces);
+            if (!face) return E_OUTOFMEMORY;
+            (*face)[0] = vtx_idx;
+            (*face)[f1] = last_pt;
+            (*face)[f2] = last_pt = t->vertex_stack.items[i];
+        }
+        t->vertex_stack.items[0] = last_pt;
+        t->vertex_stack.count = 1;
+    } else if (t->vertex_stack.count > 1) {
+        int i = t->vertex_stack.count - 1;
+        D3DXVECTOR2 *point = get_ordered_vertex(glyph, vtx_idx);
+        WORD top_idx = t->vertex_stack.items[i--];
+        D3DXVECTOR2 *top_pt = get_ordered_vertex(glyph, top_idx);
+
+        while (i >= 0)
+        {
+            WORD prev_idx = t->vertex_stack.items[i--];
+            D3DXVECTOR2 *prev_pt = get_ordered_vertex(glyph, prev_idx);
+
+            if (prev_pt->x != top_pt->x &&
+                ((to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) > 0) ||
+                 (!to_top && get_line_to_point_y_distance(prev_pt, top_pt, point) < 0)))
+                break;
+
+            face = add_face(&glyph->faces);
+            if (!face) return E_OUTOFMEMORY;
+            (*face)[0] = vtx_idx;
+            (*face)[f1] = prev_idx;
+            (*face)[f2] = top_idx;
+
+            top_pt = prev_pt;
+            top_idx = prev_idx;
+            t->vertex_stack.count--;
+        }
+    }
+    t->last_on_top = to_top;
+
+    hr = add_vertex_index(&t->vertex_stack, vtx_idx);
+
+    if (hr == S_OK && t->merging) {
+        struct triangulation *t2;
+
+        t2 = to_top ? t - 1 : t + 1;
+        t2->merging = FALSE;
+        hr = triangulation_add_point(&t2, triangulations, vtx_idx, to_top);
+        if (hr != S_OK) return hr;
+        remove_triangulation(triangulations, t);
+        if (t2 > t)
+            t2--;
+        *t_ptr = t2;
+    }
+    return hr;
+}
+
+/* check if the point is next on the outline for either the top or bottom */
+static D3DXVECTOR2 *triangulation_get_next_point(struct triangulation *t, struct glyphinfo *glyph, BOOL on_top)
+{
+    int i = t->last_on_top == on_top ? t->vertex_stack.count - 1 : 0;
+    WORD idx = t->vertex_stack.items[i];
+    struct point2d_index *pt_idx = &glyph->ordered_vertices.items[idx];
+    struct outline *outline = pt_idx->outline;
+
+    if (on_top)
+        i = (pt_idx->vertex + outline->count - 1) % outline->count;
+    else
+        i = (pt_idx->vertex + 1) % outline->count;
+
+    return &outline->items[i].pos;
+}
+
+static int compare_vertex_indices(const void *a, const void *b)
+{
+    const struct point2d_index *idx1 = a, *idx2 = b;
+    const D3DXVECTOR2 *p1 = &idx1->outline->items[idx1->vertex].pos;
+    const D3DXVECTOR2 *p2 = &idx2->outline->items[idx2->vertex].pos;
+    float diff = p1->x - p2->x;
+
+    if (diff == 0.0f)
+        diff = p1->y - p2->y;
+
+    return diff == 0.0f ? 0 : (diff > 0.0f ? -1 : 1);
+}
+
+static HRESULT triangulate(struct triangulation_array *triangulations)
+{
+    int sweep_idx;
+    HRESULT hr;
+    struct glyphinfo *glyph = triangulations->glyph;
+    int nb_vertices = 0;
+    int i;
+    struct point2d_index *idx_ptr;
+
+    /* Glyphs without outlines do not generate any vertices. */
+    if (!glyph->outlines.count)
+        return D3D_OK;
+
+    for (i = 0; i < glyph->outlines.count; i++)
+        nb_vertices += glyph->outlines.items[i].count;
+
+    glyph->ordered_vertices.items = HeapAlloc(GetProcessHeap(), 0,
+            nb_vertices * sizeof(*glyph->ordered_vertices.items));
+    if (!glyph->ordered_vertices.items)
+        return E_OUTOFMEMORY;
+
+    idx_ptr = glyph->ordered_vertices.items;
+    for (i = 0; i < glyph->outlines.count; i++)
+    {
+        struct outline *outline = &glyph->outlines.items[i];
+        int j;
+
+        idx_ptr->outline = outline;
+        idx_ptr->vertex = 0;
+        idx_ptr++;
+        for (j = outline->count - 1; j > 0; j--)
+        {
+            idx_ptr->outline = outline;
+            idx_ptr->vertex = j;
+            idx_ptr++;
+        }
+    }
+    glyph->ordered_vertices.count = nb_vertices;
+
+    /* Native implementation seems to try to create a triangle fan from
+     * the first outline point if the glyph only has one outline. */
+    if (glyph->outlines.count == 1)
+    {
+        struct outline *outline = glyph->outlines.items;
+        D3DXVECTOR2 *base = &outline->items[0].pos;
+        D3DXVECTOR2 *last = &outline->items[1].pos;
+        float ccw = 0;
+
+        for (i = 2; i < outline->count; i++)
+        {
+            D3DXVECTOR2 *next = &outline->items[i].pos;
+            D3DXVECTOR2 v1 = {0.0f, 0.0f};
+            D3DXVECTOR2 v2 = {0.0f, 0.0f};
+
+            D3DXVec2Subtract(&v1, base, last);
+            D3DXVec2Subtract(&v2, last, next);
+            ccw = D3DXVec2CCW(&v1, &v2);
+            if (ccw > 0.0f)
+                break;
+
+            last = next;
+        }
+        if (ccw <= 0)
+        {
+            glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
+                    (outline->count - 2) * sizeof(glyph->faces.items[0]));
+            if (!glyph->faces.items)
+                return E_OUTOFMEMORY;
+
+            glyph->faces.count = outline->count - 2;
+            for (i = 0; i < glyph->faces.count; i++)
+            {
+                glyph->faces.items[i][0] = 0;
+                glyph->faces.items[i][1] = i + 1;
+                glyph->faces.items[i][2] = i + 2;
+            }
+            return S_OK;
+        }
+    }
+
+    /* Perform 2D polygon triangulation for complex glyphs.
+     * Triangulation is performed using a sweep line concept, from right to left,
+     * by processing vertices in sorted order. Complex polygons are split into
+     * monotone polygons which are triangulated separately. */
+    /* FIXME: The order of the faces is not consistent with the native implementation. */
+
+    /* Reserve space for maximum possible faces from triangulation.
+     * # faces for outer outlines = outline->count - 2
+     * # faces for inner outlines = outline->count + 2
+     * There must be at least 1 outer outline. */
+    glyph->faces.items = HeapAlloc(GetProcessHeap(), 0,
+            (nb_vertices + glyph->outlines.count * 2 - 4) * sizeof(glyph->faces.items[0]));
+    if (!glyph->faces.items)
+        return E_OUTOFMEMORY;
+
+    qsort(glyph->ordered_vertices.items, nb_vertices,
+          sizeof(glyph->ordered_vertices.items[0]), compare_vertex_indices);
+    for (sweep_idx = 0; sweep_idx < glyph->ordered_vertices.count; sweep_idx++)
+    {
+        int start = 0;
+        int end = triangulations->count;
+
+        while (start < end)
+        {
+            D3DXVECTOR2 *sweep_vtx = get_ordered_vertex(glyph, sweep_idx);
+            int current = (start + end) / 2;
+            struct triangulation *t = &triangulations->items[current];
+            BOOL on_top_outline = FALSE;
+            D3DXVECTOR2 *top_next, *bottom_next;
+            WORD top_idx, bottom_idx;
+
+            if (t->merging && t->last_on_top)
+                top_next = triangulation_get_next_point(t + 1, glyph, TRUE);
+            else
+                top_next = triangulation_get_next_point(t, glyph, TRUE);
+            if (sweep_vtx == top_next)
+            {
+                if (t->merging && t->last_on_top)
+                    t++;
+                hr = triangulation_add_point(&t, triangulations, sweep_idx, TRUE);
+                if (hr != S_OK) return hr;
+
+                if (t + 1 < &triangulations->items[triangulations->count] &&
+                    triangulation_get_next_point(t + 1, glyph, FALSE) == sweep_vtx)
+                {
+                    /* point also on bottom outline of higher triangulation */
+                    struct triangulation *t2 = t + 1;
+                    hr = triangulation_add_point(&t2, triangulations, sweep_idx, FALSE);
+                    if (hr != S_OK) return hr;
+
+                    t->merging = TRUE;
+                    t2->merging = TRUE;
+                }
+                on_top_outline = TRUE;
+            }
+
+            if (t->merging && !t->last_on_top)
+                bottom_next = triangulation_get_next_point(t - 1, glyph, FALSE);
+            else
+                bottom_next = triangulation_get_next_point(t, glyph, FALSE);
+            if (sweep_vtx == bottom_next)
+            {
+                if (t->merging && !t->last_on_top)
+                    t--;
+                if (on_top_outline) {
+                    /* outline finished */
+                    remove_triangulation(triangulations, t);
+                    break;
+                }
+
+                hr = triangulation_add_point(&t, triangulations, sweep_idx, FALSE);
+                if (hr != S_OK) return hr;
+
+                if (t > triangulations->items &&
+                    triangulation_get_next_point(t - 1, glyph, TRUE) == sweep_vtx)
+                {
+                    struct triangulation *t2 = t - 1;
+                    /* point also on top outline of lower triangulation */
+                    hr = triangulation_add_point(&t2, triangulations, sweep_idx, TRUE);
+                    if (hr != S_OK) return hr;
+                    t = t2 + 1; /* t may be invalidated by triangulation merging */
+
+                    t->merging = TRUE;
+                    t2->merging = TRUE;
+                }
+                break;
+            }
+            if (on_top_outline)
+                break;
+
+            if (t->last_on_top) {
+                top_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
+                bottom_idx = t->vertex_stack.items[0];
+            } else {
+                top_idx = t->vertex_stack.items[0];
+                bottom_idx = t->vertex_stack.items[t->vertex_stack.count - 1];
+            }
+
+            /* check if the point is inside or outside this polygon */
+            if (get_line_to_point_y_distance(get_ordered_vertex(glyph, top_idx),
+                                             top_next, sweep_vtx) > 0)
+            { /* above */
+                start = current + 1;
+            } else if (get_line_to_point_y_distance(get_ordered_vertex(glyph, bottom_idx),
+                                                    bottom_next, sweep_vtx) < 0)
+            { /* below */
+                end = current;
+            } else if (t->merging) {
+                /* inside, so cancel merging */
+                struct triangulation *t2 = t->last_on_top ? t + 1 : t - 1;
+                t->merging = FALSE;
+                t2->merging = FALSE;
+                hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
+                if (hr != S_OK) return hr;
+                hr = triangulation_add_point(&t2, triangulations, sweep_idx, t2->last_on_top);
+                if (hr != S_OK) return hr;
+                break;
+            } else {
+                /* inside, so split polygon into two monotone parts */
+                struct triangulation *t2 = add_triangulation(triangulations);
+                if (!t2) return E_OUTOFMEMORY;
+                MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
+                if (t->last_on_top) {
+                    t2 = t + 1;
+                } else {
+                    t2 = t;
+                    t++;
+                }
+
+                ZeroMemory(&t2->vertex_stack, sizeof(t2->vertex_stack));
+                hr = add_vertex_index(&t2->vertex_stack, t->vertex_stack.items[t->vertex_stack.count - 1]);
+                if (hr != S_OK) return hr;
+                hr = add_vertex_index(&t2->vertex_stack, sweep_idx);
+                if (hr != S_OK) return hr;
+                t2->last_on_top = !t->last_on_top;
+
+                hr = triangulation_add_point(&t, triangulations, sweep_idx, t->last_on_top);
+                if (hr != S_OK) return hr;
+                break;
+            }
+        }
+        if (start >= end)
+        {
+            struct triangulation *t;
+            struct triangulation *t2 = add_triangulation(triangulations);
+            if (!t2) return E_OUTOFMEMORY;
+            t = &triangulations->items[start];
+            MoveMemory(t + 1, t, (char*)(t2 + 1) - (char*)t);
+            ZeroMemory(t, sizeof(*t));
+            hr = add_vertex_index(&t->vertex_stack, sweep_idx);
+            if (hr != S_OK) return hr;
+        }
+    }
+    return S_OK;
+}
+
+HRESULT WINAPI D3DXCreateTextW(struct IDirect3DDevice9 *device, HDC hdc, const WCHAR *text, float deviation,
+        float extrusion, struct ID3DXMesh **mesh_ptr, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics)
+{
+    HRESULT hr;
+    ID3DXMesh *mesh = NULL;
+    DWORD nb_vertices, nb_faces;
+    DWORD nb_front_faces, nb_corners, nb_outline_points;
+    struct vertex *vertices = NULL;
+    face *faces = NULL;
+    int textlen = 0;
+    float offset_x;
+    LOGFONTW lf;
+    OUTLINETEXTMETRICW otm;
+    HFONT font = NULL, oldfont = NULL;
+    const MAT2 identity = {{0, 1}, {0, 0}, {0, 0}, {0, 1}};
+    void *raw_outline = NULL;
+    int bufsize = 0;
+    struct glyphinfo *glyphs = NULL;
+    GLYPHMETRICS gm;
+    struct triangulation_array triangulations = {0, 0, NULL};
+    int i;
+    struct vertex *vertex_ptr;
+    face *face_ptr;
+    float max_deviation_sq;
+    const struct cos_table cos_table = {
+        cosf(D3DXToRadian(0.5f)),
+        cosf(D3DXToRadian(45.0f)),
+        cosf(D3DXToRadian(90.0f)),
+    };
+    int f1, f2;
+
+    TRACE("(%p, %p, %s, %f, %f, %p, %p, %p)\n", device, hdc,
+          debugstr_w(text), deviation, extrusion, mesh_ptr, adjacency, glyphmetrics);
+
+    if (!device || !hdc || !text || !*text || deviation < 0.0f || extrusion < 0.0f || !mesh_ptr)
+        return D3DERR_INVALIDCALL;
+
+    if (adjacency)
+    {
+        FIXME("Case of adjacency != NULL not implemented.\n");
+        return E_NOTIMPL;
+    }
+
+    if (!GetObjectW(GetCurrentObject(hdc, OBJ_FONT), sizeof(lf), &lf) ||
+        !GetOutlineTextMetricsW(hdc, sizeof(otm), &otm))
+    {
+        return D3DERR_INVALIDCALL;
+    }
+
+    if (deviation == 0.0f)
+        deviation = 1.0f / otm.otmEMSquare;
+    max_deviation_sq = deviation * deviation;
+
+    lf.lfHeight = otm.otmEMSquare;
+    lf.lfWidth = 0;
+    font = CreateFontIndirectW(&lf);
+    if (!font) {
+        hr = E_OUTOFMEMORY;
+        goto error;
+    }
+    oldfont = SelectObject(hdc, font);
+
+    textlen = strlenW(text);
+    for (i = 0; i < textlen; i++)
+    {
+        int datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, 0, NULL, &identity);
+        if (datasize < 0)
+            return D3DERR_INVALIDCALL;
+        if (bufsize < datasize)
+            bufsize = datasize;
+    }
+    if (!bufsize) { /* e.g. text == " " */
+        hr = D3DERR_INVALIDCALL;
+        goto error;
+    }
+
+    glyphs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, textlen * sizeof(*glyphs));
+    raw_outline = HeapAlloc(GetProcessHeap(), 0, bufsize);
+    if (!glyphs || !raw_outline) {
+        hr = E_OUTOFMEMORY;
+        goto error;
+    }
+
+    offset_x = 0.0f;
+    for (i = 0; i < textlen; i++)
+    {
+        /* get outline points from data returned from GetGlyphOutline */
+        int datasize;
+
+        glyphs[i].offset_x = offset_x;
+
+        datasize = GetGlyphOutlineW(hdc, text[i], GGO_NATIVE, &gm, bufsize, raw_outline, &identity);
+        hr = create_outline(&glyphs[i], raw_outline, datasize,
+                            max_deviation_sq, otm.otmEMSquare, &cos_table);
+        if (hr != S_OK) goto error;
+
+        triangulations.glyph = &glyphs[i];
+        hr = triangulate(&triangulations);
+        if (hr != S_OK) goto error;
+        if (triangulations.count) {
+            ERR("%d incomplete triangulations of glyph (%u).\n", triangulations.count, text[i]);
+            triangulations.count = 0;
+        }
+
+        if (glyphmetrics)
+        {
+            glyphmetrics[i].gmfBlackBoxX = gm.gmBlackBoxX / (float)otm.otmEMSquare;
+            glyphmetrics[i].gmfBlackBoxY = gm.gmBlackBoxY / (float)otm.otmEMSquare;
+            glyphmetrics[i].gmfptGlyphOrigin.x = gm.gmptGlyphOrigin.x / (float)otm.otmEMSquare;
+            glyphmetrics[i].gmfptGlyphOrigin.y = gm.gmptGlyphOrigin.y / (float)otm.otmEMSquare;
+            glyphmetrics[i].gmfCellIncX = gm.gmCellIncX / (float)otm.otmEMSquare;
+            glyphmetrics[i].gmfCellIncY = gm.gmCellIncY / (float)otm.otmEMSquare;
+        }
+        offset_x += gm.gmCellIncX / (float)otm.otmEMSquare;
+    }
 
-/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
-Amy Williams             University of Utah
-Steve Barrus             University of Utah
-R. Keith Morley          University of Utah
-Peter Shirley            University of Utah
+    /* corner points need an extra vertex for the different side faces normals */
+    nb_corners = 0;
+    nb_outline_points = 0;
+    nb_front_faces = 0;
+    for (i = 0; i < textlen; i++)
+    {
+        int j;
+        nb_outline_points += glyphs[i].ordered_vertices.count;
+        nb_front_faces += glyphs[i].faces.count;
+        for (j = 0; j < glyphs[i].outlines.count; j++)
+        {
+            int k;
+            struct outline *outline = &glyphs[i].outlines.items[j];
+            nb_corners++; /* first outline point always repeated as a corner */
+            for (k = 1; k < outline->count; k++)
+                if (outline->items[k].corner)
+                    nb_corners++;
+        }
+    }
 
-International Conference on Computer Graphics and Interactive Techniques  archive
-ACM SIGGRAPH 2005 Courses
-Los Angeles, California
+    nb_vertices = (nb_outline_points + nb_corners) * 2 + nb_outline_points * 2;
+    nb_faces = nb_outline_points * 2 + nb_front_faces * 2;
+
+
+    hr = D3DXCreateMeshFVF(nb_faces, nb_vertices, D3DXMESH_MANAGED,
+                           D3DFVF_XYZ | D3DFVF_NORMAL, device, &mesh);
+    if (FAILED(hr))
+        goto error;
+
+    if (FAILED(hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void **)&vertices)))
+        goto error;
+
+    if (FAILED(hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, (void **)&faces)))
+        goto error;
+
+    /* convert 2D vertices and faces into 3D mesh */
+    vertex_ptr = vertices;
+    face_ptr = faces;
+    if (extrusion == 0.0f) {
+        f1 = 1;
+        f2 = 2;
+    } else {
+        f1 = 2;
+        f2 = 1;
+    }
+    for (i = 0; i < textlen; i++)
+    {
+        int j;
+        int count;
+        struct vertex *back_vertices;
+        face *back_faces;
+
+        /* side vertices and faces */
+        for (j = 0; j < glyphs[i].outlines.count; j++)
+        {
+            struct vertex *outline_vertices = vertex_ptr;
+            struct outline *outline = &glyphs[i].outlines.items[j];
+            int k;
+            struct point2d *prevpt = &outline->items[outline->count - 1];
+            struct point2d *pt = &outline->items[0];
+
+            for (k = 1; k <= outline->count; k++)
+            {
+                struct vertex vtx;
+                struct point2d *nextpt = &outline->items[k % outline->count];
+                WORD vtx_idx = vertex_ptr - vertices;
+                D3DXVECTOR2 vec;
+
+                if (pt->corner == POINTTYPE_CURVE_START)
+                    D3DXVec2Subtract(&vec, &pt->pos, &prevpt->pos);
+                else if (pt->corner)
+                    D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
+                else
+                    D3DXVec2Subtract(&vec, &nextpt->pos, &prevpt->pos);
+                D3DXVec2Normalize(&vec, &vec);
+                vtx.normal.x = -vec.y;
+                vtx.normal.y = vec.x;
+                vtx.normal.z = 0;
+
+                vtx.position.x = pt->pos.x + glyphs[i].offset_x;
+                vtx.position.y = pt->pos.y;
+                vtx.position.z = 0;
+                *vertex_ptr++ = vtx;
+
+                vtx.position.z = -extrusion;
+                *vertex_ptr++ = vtx;
+
+                vtx.position.x = nextpt->pos.x + glyphs[i].offset_x;
+                vtx.position.y = nextpt->pos.y;
+                if (pt->corner && nextpt->corner && nextpt->corner != POINTTYPE_CURVE_END) {
+                    vtx.position.z = -extrusion;
+                    *vertex_ptr++ = vtx;
+                    vtx.position.z = 0;
+                    *vertex_ptr++ = vtx;
+
+                    (*face_ptr)[0] = vtx_idx;
+                    (*face_ptr)[1] = vtx_idx + 2;
+                    (*face_ptr)[2] = vtx_idx + 1;
+                    face_ptr++;
+
+                    (*face_ptr)[0] = vtx_idx;
+                    (*face_ptr)[1] = vtx_idx + 3;
+                    (*face_ptr)[2] = vtx_idx + 2;
+                    face_ptr++;
+                } else {
+                    if (nextpt->corner) {
+                        if (nextpt->corner == POINTTYPE_CURVE_END) {
+                            D3DXVECTOR2 *nextpt2 = &outline->items[(k + 1) % outline->count].pos;
+                            D3DXVec2Subtract(&vec, nextpt2, &nextpt->pos);
+                        } else {
+                            D3DXVec2Subtract(&vec, &nextpt->pos, &pt->pos);
+                        }
+                        D3DXVec2Normalize(&vec, &vec);
+                        vtx.normal.x = -vec.y;
+                        vtx.normal.y = vec.x;
+
+                        vtx.position.z = 0;
+                        *vertex_ptr++ = vtx;
+                        vtx.position.z = -extrusion;
+                        *vertex_ptr++ = vtx;
+                    }
+
+                    (*face_ptr)[0] = vtx_idx;
+                    (*face_ptr)[1] = vtx_idx + 3;
+                    (*face_ptr)[2] = vtx_idx + 1;
+                    face_ptr++;
+
+                    (*face_ptr)[0] = vtx_idx;
+                    (*face_ptr)[1] = vtx_idx + 2;
+                    (*face_ptr)[2] = vtx_idx + 3;
+                    face_ptr++;
+                }
+
+                prevpt = pt;
+                pt = nextpt;
+            }
+            if (!pt->corner) {
+                *vertex_ptr++ = *outline_vertices++;
+                *vertex_ptr++ = *outline_vertices++;
+            }
+        }
+
+        /* back vertices and faces */
+        back_faces = face_ptr;
+        back_vertices = vertex_ptr;
+        for (j = 0; j < glyphs[i].ordered_vertices.count; j++)
+        {
+            D3DXVECTOR2 *pt = get_ordered_vertex(&glyphs[i], j);
+            vertex_ptr->position.x = pt->x + glyphs[i].offset_x;
+            vertex_ptr->position.y = pt->y;
+            vertex_ptr->position.z = 0;
+            vertex_ptr->normal.x = 0;
+            vertex_ptr->normal.y = 0;
+            vertex_ptr->normal.z = 1;
+            vertex_ptr++;
+        }
+        count = back_vertices - vertices;
+        for (j = 0; j < glyphs[i].faces.count; j++)
+        {
+            face *f = &glyphs[i].faces.items[j];
+            (*face_ptr)[0] = (*f)[0] + count;
+            (*face_ptr)[1] = (*f)[1] + count;
+            (*face_ptr)[2] = (*f)[2] + count;
+            face_ptr++;
+        }
+
+        /* front vertices and faces */
+        j = count = vertex_ptr - back_vertices;
+        while (j--)
+        {
+            vertex_ptr->position.x = back_vertices->position.x;
+            vertex_ptr->position.y = back_vertices->position.y;
+            vertex_ptr->position.z = -extrusion;
+            vertex_ptr->normal.x = 0;
+            vertex_ptr->normal.y = 0;
+            vertex_ptr->normal.z = extrusion == 0.0f ? 1.0f : -1.0f;
+            vertex_ptr++;
+            back_vertices++;
+        }
+        j = face_ptr - back_faces;
+        while (j--)
+        {
+            (*face_ptr)[0] = (*back_faces)[0] + count;
+            (*face_ptr)[1] = (*back_faces)[f1] + count;
+            (*face_ptr)[2] = (*back_faces)[f2] + count;
+            face_ptr++;
+            back_faces++;
+        }
+    }
+
+    *mesh_ptr = mesh;
+    hr = D3D_OK;
+error:
+    if (mesh) {
+        if (faces) mesh->lpVtbl->UnlockIndexBuffer(mesh);
+        if (vertices) mesh->lpVtbl->UnlockVertexBuffer(mesh);
+        if (hr != D3D_OK) mesh->lpVtbl->Release(mesh);
+    }
+    if (glyphs) {
+        for (i = 0; i < textlen; i++)
+        {
+            int j;
+            for (j = 0; j < glyphs[i].outlines.count; j++)
+                HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items[j].items);
+            HeapFree(GetProcessHeap(), 0, glyphs[i].outlines.items);
+            HeapFree(GetProcessHeap(), 0, glyphs[i].faces.items);
+            HeapFree(GetProcessHeap(), 0, glyphs[i].ordered_vertices.items);
+        }
+        HeapFree(GetProcessHeap(), 0, glyphs);
+    }
+    if (triangulations.items) {
+        int i;
+        for (i = 0; i < triangulations.count; i++)
+            HeapFree(GetProcessHeap(), 0, triangulations.items[i].vertex_stack.items);
+        HeapFree(GetProcessHeap(), 0, triangulations.items);
+    }
+    HeapFree(GetProcessHeap(), 0, raw_outline);
+    if (oldfont) SelectObject(hdc, oldfont);
+    if (font) DeleteObject(font);
+
+    return hr;
+}
+
+HRESULT WINAPI D3DXValidMesh(ID3DXMesh *mesh, const DWORD *adjacency, ID3DXBuffer **errors_and_warnings)
+{
+    FIXME("(%p, %p, %p): stub\n", mesh, adjacency, *errors_and_warnings);
+
+    return E_NOTIMPL;
+}
+
+static BOOL weld_float1(void *to, void *from, FLOAT epsilon)
+{
+    FLOAT *v1 = to;
+    FLOAT *v2 = from;
+
+    if (fabsf(*v1 - *v2) <= epsilon)
+    {
+        *v1 = *v2;
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_float2(void *to, void *from, FLOAT epsilon)
+{
+    D3DXVECTOR2 *v1 = to;
+    D3DXVECTOR2 *v2 = from;
+    FLOAT diff_x = fabsf(v1->x - v2->x);
+    FLOAT diff_y = fabsf(v1->y - v2->y);
+    FLOAT max_abs_diff = max(diff_x, diff_y);
+
+    if (max_abs_diff <= epsilon)
+    {
+        memcpy(to, from, sizeof(D3DXVECTOR2));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_float3(void *to, void *from, FLOAT epsilon)
+{
+    D3DXVECTOR3 *v1 = to;
+    D3DXVECTOR3 *v2 = from;
+    FLOAT diff_x = fabsf(v1->x - v2->x);
+    FLOAT diff_y = fabsf(v1->y - v2->y);
+    FLOAT diff_z = fabsf(v1->z - v2->z);
+    FLOAT max_abs_diff = max(diff_x, diff_y);
+    max_abs_diff = max(diff_z, max_abs_diff);
+
+    if (max_abs_diff <= epsilon)
+    {
+        memcpy(to, from, sizeof(D3DXVECTOR3));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_float4(void *to, void *from, FLOAT epsilon)
+{
+    D3DXVECTOR4 *v1 = to;
+    D3DXVECTOR4 *v2 = from;
+    FLOAT diff_x = fabsf(v1->x - v2->x);
+    FLOAT diff_y = fabsf(v1->y - v2->y);
+    FLOAT diff_z = fabsf(v1->z - v2->z);
+    FLOAT diff_w = fabsf(v1->w - v2->w);
+    FLOAT max_abs_diff = max(diff_x, diff_y);
+    max_abs_diff = max(diff_z, max_abs_diff);
+    max_abs_diff = max(diff_w, max_abs_diff);
+
+    if (max_abs_diff <= epsilon)
+    {
+        memcpy(to, from, sizeof(D3DXVECTOR4));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_ubyte4(void *to, void *from, FLOAT epsilon)
+{
+    BYTE *b1 = to;
+    BYTE *b2 = from;
+    BYTE truncated_epsilon = (BYTE)epsilon;
+    BYTE diff_x = b1[0] > b2[0] ? b1[0] - b2[0] : b2[0] - b1[0];
+    BYTE diff_y = b1[1] > b2[1] ? b1[1] - b2[1] : b2[1] - b1[1];
+    BYTE diff_z = b1[2] > b2[2] ? b1[2] - b2[2] : b2[2] - b1[2];
+    BYTE diff_w = b1[3] > b2[3] ? b1[3] - b2[3] : b2[3] - b1[3];
+    BYTE max_diff = max(diff_x, diff_y);
+    max_diff = max(diff_z, max_diff);
+    max_diff = max(diff_w, max_diff);
+
+    if (max_diff <= truncated_epsilon)
+    {
+        memcpy(to, from, 4 * sizeof(BYTE));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_ubyte4n(void *to, void *from, FLOAT epsilon)
+{
+    return weld_ubyte4(to, from, epsilon * UCHAR_MAX);
+}
+
+static BOOL weld_d3dcolor(void *to, void *from, FLOAT epsilon)
+{
+    return weld_ubyte4n(to, from, epsilon);
+}
+
+static BOOL weld_short2(void *to, void *from, FLOAT epsilon)
+{
+    SHORT *s1 = to;
+    SHORT *s2 = from;
+    SHORT truncated_epsilon = (SHORT)epsilon;
+    SHORT diff_x = abs(s1[0] - s2[0]);
+    SHORT diff_y = abs(s1[1] - s2[1]);
+    SHORT max_abs_diff = max(diff_x, diff_y);
+
+    if (max_abs_diff <= truncated_epsilon)
+    {
+        memcpy(to, from, 2 * sizeof(SHORT));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_short2n(void *to, void *from, FLOAT epsilon)
+{
+    return weld_short2(to, from, epsilon * SHRT_MAX);
+}
+
+static BOOL weld_short4(void *to, void *from, FLOAT epsilon)
+{
+    SHORT *s1 = to;
+    SHORT *s2 = from;
+    SHORT truncated_epsilon = (SHORT)epsilon;
+    SHORT diff_x = abs(s1[0] - s2[0]);
+    SHORT diff_y = abs(s1[1] - s2[1]);
+    SHORT diff_z = abs(s1[2] - s2[2]);
+    SHORT diff_w = abs(s1[3] - s2[3]);
+    SHORT max_abs_diff = max(diff_x, diff_y);
+    max_abs_diff = max(diff_z, max_abs_diff);
+    max_abs_diff = max(diff_w, max_abs_diff);
+
+    if (max_abs_diff <= truncated_epsilon)
+    {
+        memcpy(to, from, 4 * sizeof(SHORT));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_short4n(void *to, void *from, FLOAT epsilon)
+{
+    return weld_short4(to, from, epsilon * SHRT_MAX);
+}
+
+static BOOL weld_ushort2n(void *to, void *from, FLOAT epsilon)
+{
+    USHORT *s1 = to;
+    USHORT *s2 = from;
+    USHORT scaled_epsilon = (USHORT)(epsilon * USHRT_MAX);
+    USHORT diff_x = s1[0] > s2[0] ? s1[0] - s2[0] : s2[0] - s1[0];
+    USHORT diff_y = s1[1] > s2[1] ? s1[1] - s2[1] : s2[1] - s1[1];
+    USHORT max_diff = max(diff_x, diff_y);
+
+    if (max_diff <= scaled_epsilon)
+    {
+        memcpy(to, from, 2 * sizeof(USHORT));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_ushort4n(void *to, void *from, FLOAT epsilon)
+{
+    USHORT *s1 = to;
+    USHORT *s2 = from;
+    USHORT scaled_epsilon = (USHORT)(epsilon * USHRT_MAX);
+    USHORT diff_x = s1[0] > s2[0] ? s1[0] - s2[0] : s2[0] - s1[0];
+    USHORT diff_y = s1[1] > s2[1] ? s1[1] - s2[1] : s2[1] - s1[1];
+    USHORT diff_z = s1[2] > s2[2] ? s1[2] - s2[2] : s2[2] - s1[2];
+    USHORT diff_w = s1[3] > s2[3] ? s1[3] - s2[3] : s2[3] - s1[3];
+    USHORT max_diff = max(diff_x, diff_y);
+    max_diff = max(diff_z, max_diff);
+    max_diff = max(diff_w, max_diff);
+
+    if (max_diff <= scaled_epsilon)
+    {
+        memcpy(to, from, 4 * sizeof(USHORT));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+struct udec3
+{
+    UINT x;
+    UINT y;
+    UINT z;
+    UINT w;
+};
+
+static struct udec3 dword_to_udec3(DWORD d)
+{
+    struct udec3 v;
+
+    v.x = d & 0x3ff;
+    v.y = (d & 0xffc00) >> 10;
+    v.z = (d & 0x3ff00000) >> 20;
+    v.w = (d & 0xc0000000) >> 30;
+
+    return v;
+}
+
+static BOOL weld_udec3(void *to, void *from, FLOAT epsilon)
+{
+    DWORD *d1 = to;
+    DWORD *d2 = from;
+    struct udec3 v1 = dword_to_udec3(*d1);
+    struct udec3 v2 = dword_to_udec3(*d2);
+    UINT truncated_epsilon = (UINT)epsilon;
+    UINT diff_x = v1.x > v2.x ? v1.x - v2.x : v2.x - v1.x;
+    UINT diff_y = v1.y > v2.y ? v1.y - v2.y : v2.y - v1.y;
+    UINT diff_z = v1.z > v2.z ? v1.z - v2.z : v2.z - v1.z;
+    UINT diff_w = v1.w > v2.w ? v1.w - v2.w : v2.w - v1.w;
+    UINT max_diff = max(diff_x, diff_y);
+    max_diff = max(diff_z, max_diff);
+    max_diff = max(diff_w, max_diff);
+
+    if (max_diff <= truncated_epsilon)
+    {
+        memcpy(to, from, sizeof(DWORD));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+struct dec3n
+{
+    INT x;
+    INT y;
+    INT z;
+    INT w;
+};
+
+static struct dec3n dword_to_dec3n(DWORD d)
+{
+    struct dec3n v;
+
+    v.x = d & 0x3ff;
+    v.y = (d & 0xffc00) >> 10;
+    v.z = (d & 0x3ff00000) >> 20;
+    v.w = (d & 0xc0000000) >> 30;
+
+    return v;
+}
+
+static BOOL weld_dec3n(void *to, void *from, FLOAT epsilon)
+{
+    const UINT MAX_DEC3N = 511;
+    DWORD *d1 = to;
+    DWORD *d2 = from;
+    struct dec3n v1 = dword_to_dec3n(*d1);
+    struct dec3n v2 = dword_to_dec3n(*d2);
+    INT scaled_epsilon = (INT)(epsilon * MAX_DEC3N);
+    INT diff_x = abs(v1.x - v2.x);
+    INT diff_y = abs(v1.y - v2.y);
+    INT diff_z = abs(v1.z - v2.z);
+    INT diff_w = abs(v1.w - v2.w);
+    INT max_abs_diff = max(diff_x, diff_y);
+    max_abs_diff = max(diff_z, max_abs_diff);
+    max_abs_diff = max(diff_w, max_abs_diff);
+
+    if (max_abs_diff <= scaled_epsilon)
+    {
+        memcpy(to, from, sizeof(DWORD));
+
+        return TRUE;
+    }
+
+    return FALSE;
+}
+
+static BOOL weld_float16_2(void *to, void *from, FLOAT epsilon)
+{
+    D3DXFLOAT16 *v1_float16 = to;
+    D3DXFLOAT16 *v2_float16 = from;
+    FLOAT diff_x;
+    FLOAT diff_y;
+    FLOAT max_abs_diff;
+#define NUM_ELEM 2
+    FLOAT v1[NUM_ELEM];
+    FLOAT v2[NUM_ELEM];
+
+    D3DXFloat16To32Array(v1, v1_float16, NUM_ELEM);
+    D3DXFloat16To32Array(v2, v2_float16, NUM_ELEM);
+
+    diff_x = fabsf(v1[0] - v2[0]);
+    diff_y = fabsf(v1[1] - v2[1]);
+    max_abs_diff = max(diff_x, diff_y);
+
+    if (max_abs_diff <= epsilon)
+    {
+        memcpy(to, from, NUM_ELEM * sizeof(D3DXFLOAT16));
+
+        return TRUE;
+    }
+
+    return FALSE;
+#undef NUM_ELEM
+}
+
+static BOOL weld_float16_4(void *to, void *from, FLOAT epsilon)
+{
+    D3DXFLOAT16 *v1_float16 = to;
+    D3DXFLOAT16 *v2_float16 = from;
+    FLOAT diff_x;
+    FLOAT diff_y;
+    FLOAT diff_z;
+    FLOAT diff_w;
+    FLOAT max_abs_diff;
+#define NUM_ELEM 4
+    FLOAT v1[NUM_ELEM];
+    FLOAT v2[NUM_ELEM];
+
+    D3DXFloat16To32Array(v1, v1_float16, NUM_ELEM);
+    D3DXFloat16To32Array(v2, v2_float16, NUM_ELEM);
+
+    diff_x = fabsf(v1[0] - v2[0]);
+    diff_y = fabsf(v1[1] - v2[1]);
+    diff_z = fabsf(v1[2] - v2[2]);
+    diff_w = fabsf(v1[3] - v2[3]);
+    max_abs_diff = max(diff_x, diff_y);
+    max_abs_diff = max(diff_z, max_abs_diff);
+    max_abs_diff = max(diff_w, max_abs_diff);
+
+    if (max_abs_diff <= epsilon)
+    {
+        memcpy(to, from, NUM_ELEM * sizeof(D3DXFLOAT16));
+
+        return TRUE;
+    }
+
+    return FALSE;
+#undef NUM_ELEM
+}
+
+/* Sets the vertex components to the same value if they are within epsilon. */
+static BOOL weld_component(void *to, void *from, D3DDECLTYPE type, FLOAT epsilon)
+{
+    /* Quiet FIXMEs as this is in a loop with potentially thousand of iterations. */
+    BOOL fixme_once_unused = FALSE;
+    BOOL fixme_once_unknown = FALSE;
+
+    switch (type)
+    {
+        case D3DDECLTYPE_FLOAT1:
+            return weld_float1(to, from, epsilon);
+
+        case D3DDECLTYPE_FLOAT2:
+            return weld_float2(to, from, epsilon);
+
+        case D3DDECLTYPE_FLOAT3:
+            return weld_float3(to, from, epsilon);
+
+        case D3DDECLTYPE_FLOAT4:
+            return weld_float4(to, from, epsilon);
+
+        case D3DDECLTYPE_D3DCOLOR:
+            return weld_d3dcolor(to, from, epsilon);
+
+        case D3DDECLTYPE_UBYTE4:
+            return weld_ubyte4(to, from, epsilon);
+
+        case D3DDECLTYPE_SHORT2:
+            return weld_short2(to, from, epsilon);
+
+        case D3DDECLTYPE_SHORT4:
+            return weld_short4(to, from, epsilon);
+
+        case D3DDECLTYPE_UBYTE4N:
+            return weld_ubyte4n(to, from, epsilon);
+
+        case D3DDECLTYPE_SHORT2N:
+            return weld_short2n(to, from, epsilon);
+
+        case D3DDECLTYPE_SHORT4N:
+            return weld_short4n(to, from, epsilon);
+
+        case D3DDECLTYPE_USHORT2N:
+            return weld_ushort2n(to, from, epsilon);
+
+        case D3DDECLTYPE_USHORT4N:
+            return weld_ushort4n(to, from, epsilon);
+
+        case D3DDECLTYPE_UDEC3:
+            return weld_udec3(to, from, epsilon);
+
+        case D3DDECLTYPE_DEC3N:
+            return weld_dec3n(to, from, epsilon);
+
+        case D3DDECLTYPE_FLOAT16_2:
+            return weld_float16_2(to, from, epsilon);
+
+        case D3DDECLTYPE_FLOAT16_4:
+            return weld_float16_4(to, from, epsilon);
+
+        case D3DDECLTYPE_UNUSED:
+            if (!fixme_once_unused++)
+                FIXME("D3DDECLTYPE_UNUSED welding not implemented.\n");
+            break;
+
+        default:
+            if (!fixme_once_unknown++)
+                FIXME("Welding of unknown declaration type %d is not implemented.\n", type);
+            break;
+    }
+
+    return FALSE;
+}
+
+static FLOAT get_component_epsilon(const D3DVERTEXELEMENT9 *decl_ptr, const D3DXWELDEPSILONS *epsilons)
+{
+    FLOAT epsilon = 0.0f;
+    /* Quiet FIXMEs as this is in a loop with potentially thousand of iterations. */
+    static BOOL fixme_once_blendindices = FALSE;
+    static BOOL fixme_once_positiont = FALSE;
+    static BOOL fixme_once_fog = FALSE;
+    static BOOL fixme_once_depth = FALSE;
+    static BOOL fixme_once_sample = FALSE;
+    static BOOL fixme_once_unknown = FALSE;
+
+    switch (decl_ptr->Usage)
+    {
+        case D3DDECLUSAGE_POSITION:
+            epsilon = epsilons->Position;
+            break;
+        case D3DDECLUSAGE_BLENDWEIGHT:
+            epsilon = epsilons->BlendWeights;
+            break;
+        case D3DDECLUSAGE_NORMAL:
+            epsilon = epsilons->Normals;
+            break;
+        case D3DDECLUSAGE_PSIZE:
+            epsilon = epsilons->PSize;
+            break;
+        case D3DDECLUSAGE_TEXCOORD:
+        {
+            BYTE usage_index = decl_ptr->UsageIndex;
+            if (usage_index > 7)
+                usage_index = 7;
+            epsilon = epsilons->Texcoords[usage_index];
+            break;
+        }
+        case D3DDECLUSAGE_TANGENT:
+            epsilon = epsilons->Tangent;
+            break;
+        case D3DDECLUSAGE_BINORMAL:
+            epsilon = epsilons->Binormal;
+            break;
+        case D3DDECLUSAGE_TESSFACTOR:
+            epsilon = epsilons->TessFactor;
+            break;
+        case D3DDECLUSAGE_COLOR:
+            if (decl_ptr->UsageIndex == 0)
+                epsilon = epsilons->Diffuse;
+            else if (decl_ptr->UsageIndex == 1)
+                epsilon = epsilons->Specular;
+            else
+                epsilon = 1e-6f;
+            break;
+        case D3DDECLUSAGE_BLENDINDICES:
+            if (!fixme_once_blendindices++)
+                FIXME("D3DDECLUSAGE_BLENDINDICES welding not implemented.\n");
+            break;
+        case D3DDECLUSAGE_POSITIONT:
+            if (!fixme_once_positiont++)
+                FIXME("D3DDECLUSAGE_POSITIONT welding not implemented.\n");
+            break;
+        case D3DDECLUSAGE_FOG:
+            if (!fixme_once_fog++)
+                FIXME("D3DDECLUSAGE_FOG welding not implemented.\n");
+            break;
+        case D3DDECLUSAGE_DEPTH:
+            if (!fixme_once_depth++)
+                FIXME("D3DDECLUSAGE_DEPTH welding not implemented.\n");
+            break;
+        case D3DDECLUSAGE_SAMPLE:
+            if (!fixme_once_sample++)
+                FIXME("D3DDECLUSAGE_SAMPLE welding not implemented.\n");
+            break;
+        default:
+            if (!fixme_once_unknown++)
+                FIXME("Unknown usage %x\n", decl_ptr->Usage);
+            break;
+    }
+
+    return epsilon;
+}
+
+/* Helper function for reading a 32-bit index buffer. */
+static inline DWORD read_ib(void *index_buffer, BOOL indices_are_32bit,
+                            DWORD index)
+{
+    if (indices_are_32bit)
+    {
+        DWORD *indices = index_buffer;
+        return indices[index];
+    }
+    else
+    {
+        WORD *indices = index_buffer;
+        return indices[index];
+    }
+}
+
+/* Helper function for writing to a 32-bit index buffer. */
+static inline void write_ib(void *index_buffer, BOOL indices_are_32bit,
+                            DWORD index, DWORD value)
+{
+    if (indices_are_32bit)
+    {
+        DWORD *indices = index_buffer;
+        indices[index] = value;
+    }
+    else
+    {
+        WORD *indices = index_buffer;
+        indices[index] = value;
+    }
+}
+
+/*************************************************************************
+ * D3DXWeldVertices    (D3DX9_36.@)
+ *
+ * Welds together similar vertices. The similarity between vert-
+ * ices can be the position and other components such as
+ * normal and color.
+ *
+ * PARAMS
+ *   mesh             [I] Mesh which vertices will be welded together.
+ *   flags            [I] D3DXWELDEPSILONSFLAGS specifying how to weld.
+ *   epsilons         [I] How similar a component needs to be for welding.
+ *   adjacency        [I] Which faces are adjacent to other faces.
+ *   adjacency_out    [O] Updated adjacency after welding.
+ *   face_remap_out   [O] Which faces the old faces have been mapped to.
+ *   vertex_remap_out [O] Which vertices the old vertices have been mapped to.
+ *
+ * RETURNS
+ *   Success: D3D_OK.
+ *   Failure: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
+ *
+ * BUGS
+ *   Attribute sorting not implemented.
+ *
+ */
+HRESULT WINAPI D3DXWeldVertices(ID3DXMesh *mesh, DWORD flags, const D3DXWELDEPSILONS *epsilons,
+        const DWORD *adjacency, DWORD *adjacency_out, DWORD *face_remap_out, ID3DXBuffer **vertex_remap_out)
+{
+    DWORD *adjacency_generated = NULL;
+    const DWORD *adjacency_ptr;
+    DWORD *attributes = NULL;
+    const FLOAT DEFAULT_EPSILON = 1.0e-6f;
+    HRESULT hr;
+    DWORD i;
+    void *indices = NULL;
+    BOOL indices_are_32bit = mesh->lpVtbl->GetOptions(mesh) & D3DXMESH_32BIT;
+    DWORD optimize_flags;
+    DWORD *point_reps = NULL;
+    struct d3dx9_mesh *This = impl_from_ID3DXMesh(mesh);
+    DWORD *vertex_face_map = NULL;
+    BYTE *vertices = NULL;
 
-This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
+    TRACE("mesh %p, flags %#x, epsilons %p, adjacency %p, adjacency_out %p, face_remap_out %p, vertex_remap_out %p.\n",
+            mesh, flags, epsilons, adjacency, adjacency_out, face_remap_out, vertex_remap_out);
 
-Algorithm: Consider the box as the intersection of three slabs. Clip the ray
-against each slab, if there's anything left of the ray after we're
-done we've got an intersection of the ray with the box.
-*/
+    if (flags == 0)
+    {
+        WARN("No flags are undefined. Using D3DXWELDEPSILONS_WELDPARTIALMATCHES instead.\n");
+        flags = D3DXWELDEPSILONS_WELDPARTIALMATCHES;
+    }
 
-{
-    FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
+    if (adjacency) /* Use supplied adjacency. */
+    {
+        adjacency_ptr = adjacency;
+    }
+    else /* Adjacency has to be generated. */
+    {
+        adjacency_generated = HeapAlloc(GetProcessHeap(), 0, 3 * This->numfaces * sizeof(*adjacency_generated));
+        if (!adjacency_generated)
+        {
+            ERR("Couldn't allocate memory for adjacency_generated.\n");
+            hr = E_OUTOFMEMORY;
+            goto cleanup;
+        }
+        hr = mesh->lpVtbl->GenerateAdjacency(mesh, DEFAULT_EPSILON, adjacency_generated);
+        if (FAILED(hr))
+        {
+            ERR("Couldn't generate adjacency.\n");
+            goto cleanup;
+        }
+        adjacency_ptr = adjacency_generated;
+    }
 
-    div = 1.0f / praydirection->x;
-    if ( div >= 0.0f )
+    /* Point representation says which vertices can be replaced. */
+    point_reps = HeapAlloc(GetProcessHeap(), 0, This->numvertices * sizeof(*point_reps));
+    if (!point_reps)
     {
-     tmin = ( pmin->x - prayposition->x ) * div;
-     tmax = ( pmax->x - prayposition->x ) * div;
+        hr = E_OUTOFMEMORY;
+        ERR("Couldn't allocate memory for point_reps.\n");
+        goto cleanup;
     }
-    else
+    hr = mesh->lpVtbl->ConvertAdjacencyToPointReps(mesh, adjacency_ptr, point_reps);
+    if (FAILED(hr))
     {
-     tmin = ( pmax->x - prayposition->x ) * div;
-     tmax = ( pmin->x - prayposition->x ) * div;
+        ERR("ConvertAdjacencyToPointReps failed.\n");
+        goto cleanup;
     }
 
-    if ( tmax < 0.0f ) return FALSE;
+    hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, &indices);
+    if (FAILED(hr))
+    {
+        ERR("Couldn't lock index buffer.\n");
+        goto cleanup;
+    }
 
-    div = 1.0f / praydirection->y;
-    if ( div >= 0.0f )
+    hr = mesh->lpVtbl->LockAttributeBuffer(mesh, 0, &attributes);
+    if (FAILED(hr))
     {
-     tymin = ( pmin->y - prayposition->y ) * div;
-     tymax = ( pmax->y - prayposition->y ) * div;
+        ERR("Couldn't lock attribute buffer.\n");
+        goto cleanup;
     }
-    else
+    vertex_face_map = HeapAlloc(GetProcessHeap(), 0, This->numvertices * sizeof(*vertex_face_map));
+    if (!vertex_face_map)
+    {
+        hr = E_OUTOFMEMORY;
+        ERR("Couldn't allocate memory for vertex_face_map.\n");
+        goto cleanup;
+    }
+    /* Build vertex face map, so that a vertex's face can be looked up. */
+    for (i = 0; i < This->numfaces; i++)
     {
-     tymin = ( pmax->y - prayposition->y ) * div;
-     tymax = ( pmin->y - prayposition->y ) * div;
+        DWORD j;
+        for (j = 0; j < 3; j++)
+        {
+            DWORD index = read_ib(indices, indices_are_32bit, 3*i + j);
+            vertex_face_map[index] = i;
+        }
     }
 
-    if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
+    if (flags & D3DXWELDEPSILONS_WELDPARTIALMATCHES)
+    {
+        hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void**)&vertices);
+        if (FAILED(hr))
+        {
+            ERR("Couldn't lock vertex buffer.\n");
+            goto cleanup;
+        }
+        /* For each vertex that can be removed, compare its vertex components
+         * with the vertex components from the vertex that can replace it. A
+         * vertex is only fully replaced if all the components match and the
+         * flag D3DXWELDEPSILONS_DONOTREMOVEVERTICES is not set, and they
+         * belong to the same attribute group. Otherwise the vertex components
+         * that are within epsilon are set to the same value.
+         */
+        for (i = 0; i < 3 * This->numfaces; i++)
+        {
+            D3DVERTEXELEMENT9 *decl_ptr;
+            DWORD vertex_size = mesh->lpVtbl->GetNumBytesPerVertex(mesh);
+            DWORD num_vertex_components;
+            INT matches = 0;
+            BOOL all_match;
+            DWORD index = read_ib(indices, indices_are_32bit, i);
 
-    if ( tymin > tmin ) tmin = tymin;
-    if ( tymax < tmax ) tmax = tymax;
+            for (decl_ptr = This->cached_declaration, num_vertex_components = 0; decl_ptr->Stream != 0xFF; decl_ptr++, num_vertex_components++)
+            {
+                BYTE *to = &vertices[vertex_size*index + decl_ptr->Offset];
+                BYTE *from = &vertices[vertex_size*point_reps[index] + decl_ptr->Offset];
+                FLOAT epsilon = get_component_epsilon(decl_ptr, epsilons);
 
-    div = 1.0f / praydirection->z;
-    if ( div >= 0.0f )
+                /* Don't weld self */
+                if (index == point_reps[index])
+                {
+                    matches++;
+                    continue;
+                }
+
+                if (weld_component(to, from, decl_ptr->Type, epsilon))
+                    matches++;
+            }
+
+            all_match = (num_vertex_components == matches);
+            if (all_match && !(flags & D3DXWELDEPSILONS_DONOTREMOVEVERTICES))
+            {
+                DWORD to_face = vertex_face_map[index];
+                DWORD from_face = vertex_face_map[point_reps[index]];
+                if(attributes[to_face] != attributes[from_face] && !(flags & D3DXWELDEPSILONS_DONOTSPLIT))
+                    continue;
+                write_ib(indices, indices_are_32bit, i, point_reps[index]);
+            }
+        }
+        mesh->lpVtbl->UnlockVertexBuffer(mesh);
+        vertices = NULL;
+    }
+    else if (flags & D3DXWELDEPSILONS_WELDALL)
     {
-     tzmin = ( pmin->z - prayposition->z ) * div;
-     tzmax = ( pmax->z - prayposition->z ) * div;
+        for (i = 0; i < 3 * This->numfaces; i++)
+        {
+            DWORD index = read_ib(indices, indices_are_32bit, i);
+            DWORD to_face = vertex_face_map[index];
+            DWORD from_face = vertex_face_map[point_reps[index]];
+            if(attributes[to_face] != attributes[from_face] && !(flags & D3DXWELDEPSILONS_DONOTSPLIT))
+                continue;
+            write_ib(indices, indices_are_32bit, i, point_reps[index]);
+        }
     }
-    else
+    mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+    attributes = NULL;
+    mesh->lpVtbl->UnlockIndexBuffer(mesh);
+    indices = NULL;
+
+    /* Compact mesh using OptimizeInplace */
+    optimize_flags = D3DXMESHOPT_COMPACT;
+    hr = mesh->lpVtbl->OptimizeInplace(mesh, optimize_flags, adjacency_ptr, adjacency_out, face_remap_out, vertex_remap_out);
+    if (FAILED(hr))
     {
-     tzmin = ( pmax->z - prayposition->z ) * div;
-     tzmax = ( pmin->z - prayposition->z ) * div;
+        ERR("Couldn't compact mesh.\n");
+        goto cleanup;
     }
 
-    if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
+    hr = D3D_OK;
+cleanup:
+    HeapFree(GetProcessHeap(), 0, adjacency_generated);
+    HeapFree(GetProcessHeap(), 0, point_reps);
+    HeapFree(GetProcessHeap(), 0, vertex_face_map);
+    if (attributes) mesh->lpVtbl->UnlockAttributeBuffer(mesh);
+    if (indices) mesh->lpVtbl->UnlockIndexBuffer(mesh);
+    if (vertices) mesh->lpVtbl->UnlockVertexBuffer(mesh);
 
-    return TRUE;
+    return hr;
 }
 
+
 /*************************************************************************
- * D3DXComputeBoundingBox
+ * D3DXOptimizeVertices    (D3DX9_36.@)
  */
-HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
+HRESULT WINAPI D3DXOptimizeVertices(const void *indices, UINT num_faces,
+        UINT num_vertices, BOOL indices_are_32bit, DWORD *vertex_remap)
 {
-    D3DXVECTOR3 vec;
-    unsigned int i;
-
-    if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
+    UINT i;
 
-    *pmin = *pfirstposition;
-    *pmax = *pmin;
+    FIXME("indices %p, num_faces %u, num_vertices %u, indices_are_32bit %#x, vertex_remap %p semi-stub.\n",
+            indices, num_faces, num_vertices, indices_are_32bit, vertex_remap);
 
-    for(i=0; i<numvertices; i++)
+    if (!vertex_remap)
     {
-        vec = *( (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i) );
-
-        if ( vec.x < pmin->x ) pmin->x = vec.x;
-        if ( vec.x > pmax->x ) pmax->x = vec.x;
-
-        if ( vec.y < pmin->y ) pmin->y = vec.y;
-        if ( vec.y > pmax->y ) pmax->y = vec.y;
+        WARN("vertex remap pointer is NULL.\n");
+        return D3DERR_INVALIDCALL;
+    }
 
-        if ( vec.z < pmin->z ) pmin->z = vec.z;
-        if ( vec.z > pmax->z ) pmax->z = vec.z;
+    for (i = 0; i < num_vertices; i++)
+    {
+        vertex_remap[i] = i;
     }
 
     return D3D_OK;
 }
 
+
 /*************************************************************************
- * D3DXComputeBoundingSphere
+ * D3DXOptimizeFaces    (D3DX9_36.@)
+ *
+ * Re-orders the faces so the vertex cache is used optimally.
+ *
+ * PARAMS
+ *   indices           [I] Pointer to an index buffer belonging to a mesh.
+ *   num_faces         [I] Number of faces in the mesh.
+ *   num_vertices      [I] Number of vertices in the mesh.
+ *   indices_are_32bit [I] Specifies whether indices are 32- or 16-bit.
+ *   face_remap        [I/O] The new order the faces should be drawn in.
+ *
+ * RETURNS
+ *   Success: D3D_OK.
+ *   Failure: D3DERR_INVALIDCALL.
+ *
+ * BUGS
+ *   The face re-ordering does not use the vertex cache optimally.
+ *
  */
-HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
+HRESULT WINAPI D3DXOptimizeFaces(const void *indices, UINT num_faces,
+        UINT num_vertices, BOOL indices_are_32bit, DWORD *face_remap)
 {
-    D3DXVECTOR3 temp, temp1;
-    FLOAT d;
-    unsigned int i;
-
-    if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
+    UINT i;
+    UINT j = num_faces - 1;
+    UINT limit_16_bit = 2 << 15; /* According to MSDN */
+    HRESULT hr = D3D_OK;
 
-    temp.x = 0.0f;
-    temp.y = 0.0f;
-    temp.z = 0.0f;
-    temp1 = temp;
-    d = 0.0f;
-    *pradius = 0.0f;
+    FIXME("indices %p, num_faces %u, num_vertices %u, indices_are_32bit %#x, face_remap %p semi-stub. "
+            "Face order will not be optimal.\n",
+            indices, num_faces, num_vertices, indices_are_32bit, face_remap);
 
-    for(i=0; i<numvertices; i++)
+    if (!indices_are_32bit && num_faces >= limit_16_bit)
     {
-        D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i));
-        temp = temp1;
+        WARN("Number of faces must be less than %d when using 16-bit indices.\n",
+             limit_16_bit);
+        hr = D3DERR_INVALIDCALL;
+        goto error;
     }
 
-    D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
+    if (!face_remap)
+    {
+        WARN("Face remap pointer is NULL.\n");
+        hr = D3DERR_INVALIDCALL;
+        goto error;
+    }
 
-    for(i=0; i<numvertices; i++)
+    /* The faces are drawn in reverse order for simple meshes. This ordering
+     * is not optimal for complicated meshes, but will not break anything
+     * either. The ordering should be changed to take advantage of the vertex
+     * cache on the graphics card.
+     *
+     * TODO Re-order to take advantage of vertex cache.
+     */
+    for (i = 0; i < num_faces; i++)
     {
-        d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i), pcenter));
-        if ( d > *pradius ) *pradius = d;
+        face_remap[i] = j--;
     }
+
     return D3D_OK;
+
+error:
+    return hr;
 }
 
-/*************************************************************************
- * D3DXGetFVFVertexSize
- */
-static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
+static D3DXVECTOR3 *vertex_element_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
+        DWORD vertex_stride, DWORD index)
 {
-    return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
+    return (D3DXVECTOR3 *)(vertices + declaration->Offset + index * vertex_stride);
 }
 
-UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
+static D3DXVECTOR3 read_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
+        DWORD vertex_stride, DWORD index)
 {
-    DWORD size = 0;
-    UINT i;
-    UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
-
-    if (FVF & D3DFVF_NORMAL) size +=  sizeof(D3DXVECTOR3);
-    if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
-    if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
-    if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);
-
-    switch (FVF & D3DFVF_POSITION_MASK)
-    {
-        case D3DFVF_XYZ:    size += sizeof(D3DXVECTOR3); break;
-        case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break;
-        case D3DFVF_XYZB1:  size += 4 * sizeof(FLOAT); break;
-        case D3DFVF_XYZB2:  size += 5 * sizeof(FLOAT); break;
-        case D3DFVF_XYZB3:  size += 6 * sizeof(FLOAT); break;
-        case D3DFVF_XYZB4:  size += 7 * sizeof(FLOAT); break;
-        case D3DFVF_XYZB5:  size += 8 * sizeof(FLOAT); break;
-        case D3DFVF_XYZW:   size += 4 * sizeof(FLOAT); break;
-    }
+    D3DXVECTOR3 vec3 = {0};
+    const D3DXVECTOR3 *src = vertex_element_vec3(vertices, declaration, vertex_stride, index);
 
-    for (i = 0; i < numTextures; i++)
+    switch (declaration->Type)
     {
-        size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
+        case D3DDECLTYPE_FLOAT1:
+            vec3.x = src->x;
+            break;
+        case D3DDECLTYPE_FLOAT2:
+            vec3.x = src->x;
+            vec3.y = src->y;
+            break;
+        case D3DDECLTYPE_FLOAT3:
+        case D3DDECLTYPE_FLOAT4:
+            vec3 = *src;
+            break;
+        default:
+            ERR("Cannot read vec3\n");
+            break;
     }
 
-    return size;
+    return vec3;
 }
 
 /*************************************************************************
- * D3DXGetDeclVertexSize
+ * D3DXComputeTangentFrameEx    (D3DX9_36.@)
  */
-UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
+HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh, DWORD texture_in_semantic, DWORD texture_in_index,
+        DWORD u_partial_out_semantic, DWORD u_partial_out_index, DWORD v_partial_out_semantic,
+        DWORD v_partial_out_index, DWORD normal_out_semantic, DWORD normal_out_index, DWORD options,
+        const DWORD *adjacency, float partial_edge_threshold, float singular_point_threshold,
+        float normal_edge_threshold, ID3DXMesh **mesh_out, ID3DXBuffer **vertex_mapping)
 {
-    const D3DVERTEXELEMENT9 *element;
-    UINT size = 0;
+    HRESULT hr;
+    void *indices = NULL;
+    BYTE *vertices = NULL;
+    DWORD *point_reps = NULL;
+    size_t normal_size;
+    BOOL indices_are_32bit;
+    DWORD i, j, num_faces, num_vertices, vertex_stride;
+    D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
+    D3DVERTEXELEMENT9 *position_declaration = NULL, *normal_declaration = NULL;
+    DWORD weighting_method = options & (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA);
 
-    TRACE("decl %p, stream_idx %u\n", decl, stream_idx);
+    TRACE("mesh %p, texture_in_semantic %u, texture_in_index %u, u_partial_out_semantic %u, u_partial_out_index %u, "
+            "v_partial_out_semantic %u, v_partial_out_index %u, normal_out_semantic %u, normal_out_index %u, "
+            "options %#x, adjacency %p, partial_edge_threshold %f, singular_point_threshold %f, "
+            "normal_edge_threshold %f, mesh_out %p, vertex_mapping %p\n",
+            mesh, texture_in_semantic, texture_in_index, u_partial_out_semantic, u_partial_out_index,
+            v_partial_out_semantic, v_partial_out_index, normal_out_semantic, normal_out_index, options, adjacency,
+            partial_edge_threshold, singular_point_threshold, normal_edge_threshold, mesh_out, vertex_mapping);
 
-    if (!decl) return 0;
+    if (!mesh)
+    {
+        WARN("mesh is NULL\n");
+        return D3DERR_INVALIDCALL;
+    }
 
-    for (element = decl; element->Stream != 0xff; ++element)
+    if (weighting_method == (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
     {
-        UINT type_size;
+        WARN("D3DXTANGENT_WEIGHT_BY_AREA and D3DXTANGENT_WEIGHT_EQUAL are mutally exclusive\n");
+        return D3DERR_INVALIDCALL;
+    }
 
-        if (element->Stream != stream_idx) continue;
+    if (u_partial_out_semantic != D3DX_DEFAULT)
+    {
+        FIXME("tangent vectors computation is not supported\n");
+        return E_NOTIMPL;
+    }
+
+    if (v_partial_out_semantic != D3DX_DEFAULT)
+    {
+        FIXME("binormal vectors computation is not supported\n");
+        return E_NOTIMPL;
+    }
+
+    if (options & ~(D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS | D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
+    {
+        FIXME("unsupported options %#x\n", options);
+        return E_NOTIMPL;
+    }
+
+    if (!(options & D3DXTANGENT_CALCULATE_NORMALS))
+    {
+        FIXME("only normals computation is supported\n");
+        return E_NOTIMPL;
+    }
+
+    if (!(options & D3DXTANGENT_GENERATE_IN_PLACE) || mesh_out || vertex_mapping)
+    {
+        FIXME("only D3DXTANGENT_GENERATE_IN_PLACE is supported\n");
+        return E_NOTIMPL;
+    }
+
+    if (FAILED(hr = mesh->lpVtbl->GetDeclaration(mesh, declaration)))
+        return hr;
+
+    for (i = 0; declaration[i].Stream != 0xff; i++)
+    {
+        if (declaration[i].Usage == D3DDECLUSAGE_POSITION && !declaration[i].UsageIndex)
+            position_declaration = &declaration[i];
+        if (declaration[i].Usage == normal_out_semantic && declaration[i].UsageIndex == normal_out_index)
+            normal_declaration = &declaration[i];
+    }
+
+    if (!position_declaration || !normal_declaration)
+        return D3DERR_INVALIDCALL;
+
+    if (normal_declaration->Type == D3DDECLTYPE_FLOAT3)
+    {
+        normal_size = sizeof(D3DXVECTOR3);
+    }
+    else if (normal_declaration->Type == D3DDECLTYPE_FLOAT4)
+    {
+        normal_size = sizeof(D3DXVECTOR4);
+    }
+    else
+    {
+        WARN("unsupported normals type %u\n", normal_declaration->Type);
+        return D3DERR_INVALIDCALL;
+    }
+
+    num_faces = mesh->lpVtbl->GetNumFaces(mesh);
+    num_vertices = mesh->lpVtbl->GetNumVertices(mesh);
+    vertex_stride = mesh->lpVtbl->GetNumBytesPerVertex(mesh);
+    indices_are_32bit = mesh->lpVtbl->GetOptions(mesh) & D3DXMESH_32BIT;
+
+    point_reps = HeapAlloc(GetProcessHeap(), 0, num_vertices * sizeof(*point_reps));
+    if (!point_reps)
+    {
+        hr = E_OUTOFMEMORY;
+        goto done;
+    }
+
+    if (adjacency)
+    {
+        if (FAILED(hr = mesh->lpVtbl->ConvertAdjacencyToPointReps(mesh, adjacency, point_reps)))
+            goto done;
+    }
+    else
+    {
+        for (i = 0; i < num_vertices; i++)
+            point_reps[i] = i;
+    }
+
+    if (FAILED(hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, &indices)))
+        goto done;
+
+    if (FAILED(hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void **)&vertices)))
+        goto done;
+
+    for (i = 0; i < num_vertices; i++)
+    {
+        static const D3DXVECTOR4 default_vector = {0.0f, 0.0f, 0.0f, 1.0f};
+        void *normal = vertices + normal_declaration->Offset + i * vertex_stride;
 
-        switch (element->Type)
-        {
-            case D3DDECLTYPE_FLOAT1: type_size = 1 * 4; break;
-            case D3DDECLTYPE_FLOAT2: type_size = 2 * 4; break;
-            case D3DDECLTYPE_FLOAT3: type_size = 3 * 4; break;
-            case D3DDECLTYPE_FLOAT4: type_size = 4 * 4; break;
-            case D3DDECLTYPE_D3DCOLOR: type_size = 4 * 1; break;
-            case D3DDECLTYPE_UBYTE4: type_size = 4 * 1; break;
-            case D3DDECLTYPE_SHORT2: type_size = 2 * 2; break;
-            case D3DDECLTYPE_SHORT4: type_size = 4 * 2; break;
-            case D3DDECLTYPE_UBYTE4N: type_size = 4 * 1; break;
-            case D3DDECLTYPE_SHORT2N: type_size = 2 * 2; break;
-            case D3DDECLTYPE_SHORT4N: type_size = 4 * 2; break;
-            case D3DDECLTYPE_USHORT2N: type_size = 2 * 2; break;
-            case D3DDECLTYPE_USHORT4N: type_size = 4 * 2; break;
-            case D3DDECLTYPE_UDEC3: type_size = 4; break; /* 3 * 10 bits + 2 padding */
-            case D3DDECLTYPE_DEC3N: type_size = 4; break;
-            case D3DDECLTYPE_FLOAT16_2: type_size = 2 * 2; break;
-            case D3DDECLTYPE_FLOAT16_4: type_size = 4 * 2; break;
+        memcpy(normal, &default_vector, normal_size);
+    }
+
+    for (i = 0; i < num_faces; i++)
+    {
+        float denominator, weights[3];
+        D3DXVECTOR3 a, b, cross, face_normal;
+        const DWORD face_indices[3] =
+        {
+            read_ib(indices, indices_are_32bit, 3 * i + 0),
+            read_ib(indices, indices_are_32bit, 3 * i + 1),
+            read_ib(indices, indices_are_32bit, 3 * i + 2)
+        };
+        const D3DXVECTOR3 v0 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[0]);
+        const D3DXVECTOR3 v1 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[1]);
+        const D3DXVECTOR3 v2 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[2]);
+
+        D3DXVec3Cross(&cross, D3DXVec3Subtract(&a, &v0, &v1), D3DXVec3Subtract(&b, &v0, &v2));
+
+        switch (weighting_method)
+        {
+            case D3DXTANGENT_WEIGHT_EQUAL:
+                weights[0] = weights[1] = weights[2] = 1.0f;
+                break;
+            case D3DXTANGENT_WEIGHT_BY_AREA:
+                weights[0] = weights[1] = weights[2] = D3DXVec3Length(&cross);
+                break;
             default:
-                FIXME("Unhandled element type %#x, size will be incorrect.\n", element->Type);
-                type_size = 0;
+                /* weight by angle */
+                denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
+                if (!denominator)
+                    weights[0] = 0.0f;
+                else
+                    weights[0] = acosf(D3DXVec3Dot(&a, &b) / denominator);
+
+                D3DXVec3Subtract(&a, &v1, &v0);
+                D3DXVec3Subtract(&b, &v1, &v2);
+                denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
+                if (!denominator)
+                    weights[1] = 0.0f;
+                else
+                    weights[1] = acosf(D3DXVec3Dot(&a, &b) / denominator);
+
+                D3DXVec3Subtract(&a, &v2, &v0);
+                D3DXVec3Subtract(&b, &v2, &v1);
+                denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
+                if (!denominator)
+                    weights[2] = 0.0f;
+                else
+                    weights[2] = acosf(D3DXVec3Dot(&a, &b) / denominator);
+
                 break;
         }
 
-        if (element->Offset + type_size > size) size = element->Offset + type_size;
+        D3DXVec3Normalize(&face_normal, &cross);
+
+        for (j = 0; j < 3; j++)
+        {
+            D3DXVECTOR3 normal;
+            DWORD rep_index = point_reps[face_indices[j]];
+            D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
+
+            D3DXVec3Scale(&normal, &face_normal, weights[j]);
+            D3DXVec3Add(rep_normal, rep_normal, &normal);
+        }
     }
 
-    return size;
+    for (i = 0; i < num_vertices; i++)
+    {
+        DWORD rep_index = point_reps[i];
+        D3DXVECTOR3 *normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, i);
+        D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
+
+        if (i == rep_index)
+            D3DXVec3Normalize(rep_normal, rep_normal);
+        else
+            *normal = *rep_normal;
+    }
+
+    hr = D3D_OK;
+
+done:
+    if (vertices)
+        mesh->lpVtbl->UnlockVertexBuffer(mesh);
+
+    if (indices)
+        mesh->lpVtbl->UnlockIndexBuffer(mesh);
+
+    HeapFree(GetProcessHeap(), 0, point_reps);
+
+    return hr;
 }
 
 /*************************************************************************
- * D3DXIntersectTri
+ * D3DXComputeTangent    (D3DX9_36.@)
  */
-BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
+HRESULT WINAPI D3DXComputeTangent(ID3DXMesh *mesh, DWORD stage_idx, DWORD tangent_idx,
+        DWORD binorm_idx, DWORD wrap, const DWORD *adjacency)
 {
-    D3DXMATRIX m;
-    D3DXVECTOR4 vec;
+    TRACE("mesh %p, stage_idx %d, tangent_idx %d, binorm_idx %d, wrap %d, adjacency %p.\n",
+           mesh, stage_idx, tangent_idx, binorm_idx, wrap, adjacency);
 
-    m.u.m[0][0] = p1->x - p0->x;
-    m.u.m[1][0] = p2->x - p0->x;
-    m.u.m[2][0] = -praydir->x;
-    m.u.m[3][0] = 0.0f;
-    m.u.m[0][1] = p1->y - p0->z;
-    m.u.m[1][1] = p2->y - p0->z;
-    m.u.m[2][1] = -praydir->y;
-    m.u.m[3][1] = 0.0f;
-    m.u.m[0][2] = p1->z - p0->z;
-    m.u.m[1][2] = p2->z - p0->z;
-    m.u.m[2][2] = -praydir->z;
-    m.u.m[3][2] = 0.0f;
-    m.u.m[0][3] = 0.0f;
-    m.u.m[1][3] = 0.0f;
-    m.u.m[2][3] = 0.0f;
-    m.u.m[3][3] = 1.0f;
+    return D3DXComputeTangentFrameEx( mesh, D3DDECLUSAGE_TEXCOORD, stage_idx,
+            ( binorm_idx == D3DX_DEFAULT ) ? D3DX_DEFAULT : D3DDECLUSAGE_BINORMAL,
+            binorm_idx,
+            ( tangent_idx == D3DX_DEFAULT ) ? D3DX_DEFAULT : D3DDECLUSAGE_TANGENT,
+            tangent_idx, D3DX_DEFAULT, 0,
+            ( wrap ? D3DXTANGENT_WRAP_UV : 0 ) | D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_ORTHOGONALIZE_FROM_U,
+            adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
+}
 
-    vec.x = praypos->x - p0->x;
-    vec.y = praypos->y - p0->y;
-    vec.z = praypos->z - p0->z;
-    vec.w = 0.0f;
+/*************************************************************************
+ * D3DXComputeNormals    (D3DX9_36.@)
+ */
+HRESULT WINAPI D3DXComputeNormals(struct ID3DXBaseMesh *mesh, const DWORD *adjacency)
+{
+    TRACE("mesh %p, adjacency %p\n", mesh, adjacency);
 
-    if ( D3DXMatrixInverse(&m, NULL, &m) )
+    if (mesh && (ID3DXMeshVtbl *)mesh->lpVtbl != &D3DXMesh_Vtbl)
     {
-        D3DXVec4Transform(&vec, &vec, &m);
-        if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
-        {
-            *pu = vec.x;
-            *pv = vec.y;
-            *pdist = fabs( vec.z );
-            return TRUE;
-        }
+        ERR("Invalid virtual table\n");
+        return D3DERR_INVALIDCALL;
     }
 
-    return FALSE;
+    return D3DXComputeTangentFrameEx((ID3DXMesh *)mesh, D3DX_DEFAULT, 0,
+            D3DX_DEFAULT, 0, D3DX_DEFAULT, 0, D3DDECLUSAGE_NORMAL, 0,
+            D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS,
+            adjacency, -1.01f, -0.01f, -1.01f, NULL, NULL);
 }
 
 /*************************************************************************
- * D3DXSphereBoundProbe
+ * D3DXComputeNormalMap    (D3DX9_36.@)
  */
-BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+HRESULT WINAPI D3DXComputeNormalMap(IDirect3DTexture9 *texture, IDirect3DTexture9 *src_texture,
+        const PALETTEENTRY *src_palette, DWORD flags, DWORD channel, FLOAT amplitude)
 {
-    D3DXVECTOR3 difference;
-    FLOAT a, b, c, d;
+    FIXME("texture %p, src_texture %p, src_palette %p, flags %#x, channel %u, amplitude %f stub.\n",
+            texture, src_texture, src_palette, flags, channel, amplitude);
 
-    a = D3DXVec3LengthSq(praydirection);
-    if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
-    b = D3DXVec3Dot(&difference, praydirection);
-    c = D3DXVec3LengthSq(&difference) - radius * radius;
-    d = b * b - a * c;
+    return D3D_OK;
+}
 
-    if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
-    return TRUE;
+/*************************************************************************
+ * D3DXIntersect    (D3DX9_36.@)
+ */
+HRESULT WINAPI D3DXIntersect(ID3DXBaseMesh *mesh, const D3DXVECTOR3 *ray_pos, const D3DXVECTOR3 *ray_dir,
+        BOOL *hit, DWORD *face_index, float *u, float *v, float *distance, ID3DXBuffer **all_hits, DWORD *count_of_hits)
+{
+    FIXME("mesh %p, ray_pos %p, ray_dir %p, hit %p, face_index %p, u %p, v %p, distance %p, all_hits %p, "
+            "count_of_hits %p stub!\n", mesh, ray_pos, ray_dir, hit, face_index, u, v, distance, all_hits, count_of_hits);
+
+    return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXTessellateNPatches(ID3DXMesh *mesh, const DWORD *adjacency_in, float num_segs,
+        BOOL quadratic_normals, ID3DXMesh **mesh_out, ID3DXBuffer **adjacency_out)
+{
+    FIXME("mesh %p, adjacency_in %p, num_segs %f, quadratic_normals %d, mesh_out %p, adjacency_out %p stub.\n",
+            mesh, adjacency_in, num_segs, quadratic_normals, mesh_out, adjacency_out);
+
+    return E_NOTIMPL;
+}
+
+HRESULT WINAPI D3DXConvertMeshSubsetToSingleStrip(struct ID3DXBaseMesh *mesh_in, DWORD attribute_id,
+        DWORD ib_flags, struct IDirect3DIndexBuffer9 **index_buffer, DWORD *index_count)
+{
+    FIXME("mesh_in %p, attribute_id %u, ib_flags %u, index_buffer %p, index_count %p stub.\n",
+            mesh_in, attribute_id, ib_flags, index_buffer, index_count);
+
+    return E_NOTIMPL;
 }