http://bugs.winehq.org/show_bug.cgi?id=9878
--- Comment #26 from Stefan Dösinger stefandoesinger@gmx.at 2007-10-19 15:19:05 --- (In reply to comment #22)
Allan, I didn't read your comment properly before, and I missed the bits about the vertex buffer. WineD3D creates a shadow copy of the vertex buffer on the process Heap, but also allocates an opengl vbo to store the data in video memory.
What is the exact size of the problematic buffer requested by hl2? How many bytes does your 16 byte alignment change add? Very old DirectDraw apps(Diablo 1) were found to write 4 extra bytes at the end of surfaces. Maybe we should keep some space free for vertex buffers too.
I will do some tests with HL2. If HL2 writes beyond the vertex buffer end, I should be able to see that.