2 * 2D Surface implementation without OpenGL
4 * Copyright 1997-2000 Marcus Meissner
5 * Copyright 1998-2000 Lionel Ulmer
6 * Copyright 2000-2001 TransGaming Technologies Inc.
7 * Copyright 2002-2005 Jason Edmeades
8 * Copyright 2002-2003 Raphael Junqueira
9 * Copyright 2004 Christian Costa
10 * Copyright 2005 Oliver Stieber
11 * Copyright 2006-2008 Stefan Dösinger
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
30 #include "wined3d_private.h"
35 /* Use the d3d_surface debug channel to have one channel for all surfaces */
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
38 /*****************************************************************************
39 * IWineD3DSurface::Release, GDI version
41 * In general a normal COM Release method, but the GDI version doesn't have
42 * to destroy all the GL things.
44 *****************************************************************************/
45 static ULONG WINAPI
IWineGDISurfaceImpl_Release(IWineD3DSurface
*iface
) {
46 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
47 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
48 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
50 TRACE("(%p) : cleaning up\n", This
);
52 if(This
->Flags
& SFLAG_DIBSECTION
) {
54 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
56 /* Release the DIB section */
57 DeleteObject(This
->dib
.DIBsection
);
58 This
->dib
.bitmap_data
= NULL
;
59 This
->resource
.allocatedMemory
= NULL
;
61 if(This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem(iface
, NULL
);
63 HeapFree(GetProcessHeap(), 0, This
->palette9
);
65 resource_cleanup((IWineD3DResource
*)iface
);
67 if(This
->overlay_dest
) {
68 list_remove(&This
->overlay_entry
);
71 TRACE("(%p) Released\n", This
);
72 HeapFree(GetProcessHeap(), 0, This
);
78 /*****************************************************************************
79 * IWineD3DSurface::PreLoad, GDI version
81 * This call is unsupported on GDI surfaces, if it's called something went
82 * wrong in the parent library. Write an informative warning
84 *****************************************************************************/
86 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
88 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface
);
89 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
90 ERR("(%p): Please report to wine-devel\n", iface
);
93 /*****************************************************************************
94 * IWineD3DSurface::UnLoad, GDI version
96 * This call is unsupported on GDI surfaces, if it's called something went
97 * wrong in the parent library. Write an informative warning.
99 *****************************************************************************/
100 static void WINAPI
IWineGDISurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
102 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface
);
103 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
104 ERR("(%p): Please report to wine-devel\n", iface
);
107 /*****************************************************************************
108 * IWineD3DSurface::LockRect, GDI version
110 * Locks the surface and returns a pointer to the surface memory
113 * pLockedRect: Address to return the locking info at
114 * pRect: Rectangle to lock
118 * WINED3D_OK on success
119 * WINED3DERR_INVALIDCALL on errors
121 *****************************************************************************/
122 static HRESULT WINAPI
123 IWineGDISurfaceImpl_LockRect(IWineD3DSurface
*iface
,
124 WINED3DLOCKED_RECT
* pLockedRect
,
128 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
130 /* Already locked? */
131 if(This
->Flags
& SFLAG_LOCKED
)
133 WARN("(%p) Surface already locked\n", This
);
134 /* What should I return here? */
135 return WINED3DERR_INVALIDCALL
;
137 This
->Flags
|= SFLAG_LOCKED
;
139 if(!This
->resource
.allocatedMemory
) {
140 /* This happens on gdi surfaces if the application set a user pointer and resets it.
141 * Recreate the DIB section
143 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
144 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
147 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
150 /*****************************************************************************
151 * IWineD3DSurface::UnlockRect, GDI version
153 * Unlocks a surface. This implementation doesn't do much, except updating
154 * the window if the front buffer is unlocked
157 * WINED3D_OK on success
158 * WINED3DERR_INVALIDCALL on failure
160 *****************************************************************************/
161 static HRESULT WINAPI
162 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface
*iface
)
164 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
165 IWineD3DSwapChainImpl
*swapchain
= NULL
;
166 TRACE("(%p)\n", This
);
168 if (!(This
->Flags
& SFLAG_LOCKED
))
170 WARN("trying to Unlock an unlocked surf@%p\n", This
);
171 return WINEDDERR_NOTLOCKED
;
174 /* Can be useful for debugging */
177 static unsigned int gen
= 0;
180 if ((gen
% 10) == 0) {
181 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%p_type%u_level%u_%u.ppm", This
, This
->glDescription
.target
, This
->glDescription
.level
, gen
);
182 IWineD3DSurfaceImpl_SaveSnapshot(iface
, buffer
);
185 * debugging crash code
194 /* Tell the swapchain to update the screen */
195 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
197 x11_copy_to_screen(swapchain
, &This
->lockedRect
);
198 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
201 This
->Flags
&= ~SFLAG_LOCKED
;
202 memset(&This
->lockedRect
, 0, sizeof(RECT
));
206 /*****************************************************************************
207 * IWineD3DSurface::Flip, GDI version
209 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
210 * the parent library. This implementation changes the data pointers of the
211 * surfaces and copies the new front buffer content to the screen
214 * override: Flipping target(e.g. back buffer)
217 * WINED3D_OK on success
219 *****************************************************************************/
220 static HRESULT WINAPI
221 IWineGDISurfaceImpl_Flip(IWineD3DSurface
*iface
,
222 IWineD3DSurface
*override
,
225 IWineD3DSwapChainImpl
*swapchain
= NULL
;
228 if(FAILED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
230 ERR("Flipped surface is not on a swapchain\n");
231 return WINEDDERR_NOTFLIPPABLE
;
234 hr
= IWineD3DSwapChain_Present((IWineD3DSwapChain
*) swapchain
, NULL
, NULL
, 0, NULL
, 0);
235 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
239 /*****************************************************************************
240 * IWineD3DSurface::LoadTexture, GDI version
242 * This is mutually unsupported by GDI surfaces
247 *****************************************************************************/
248 static HRESULT WINAPI
249 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
)
251 ERR("Unsupported on X11 surfaces\n");
252 return WINED3DERR_INVALIDCALL
;
255 /*****************************************************************************
256 * IWineD3DSurface::SaveSnapshot, GDI version
258 * This method writes the surface's contents to the in tga format to the
259 * file specified in filename.
262 * filename: File to write to
265 * WINED3DERR_INVALIDCALL if the file couldn't be opened
266 * WINED3D_OK on success
268 *****************************************************************************/
269 static int get_shift(DWORD color_mask
) {
271 while (color_mask
> 0xFF) {
275 while ((color_mask
& 0x80) == 0) {
283 static HRESULT WINAPI
284 IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface
*iface
,
285 const char* filename
)
289 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
290 static char *output
= NULL
;
291 static UINT size
= 0;
292 const struct GlPixelFormatDesc
*format_desc
= This
->resource
.format_desc
;
294 if (This
->pow2Width
> size
) {
295 output
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->pow2Width
* 3);
296 size
= This
->pow2Width
;
300 f
= fopen(filename
, "w+");
302 ERR("opening of %s failed with\n", filename
);
303 return WINED3DERR_INVALIDCALL
;
305 fprintf(f
, "P6\n%d %d\n255\n", This
->pow2Width
, This
->pow2Height
);
307 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8
)
309 unsigned char table
[256][3];
312 if (This
->palette
== NULL
) {
314 return WINED3DERR_INVALIDCALL
;
316 for (i
= 0; i
< 256; i
++) {
317 table
[i
][0] = This
->palette
->palents
[i
].peRed
;
318 table
[i
][1] = This
->palette
->palents
[i
].peGreen
;
319 table
[i
][2] = This
->palette
->palents
[i
].peBlue
;
321 for (y
= 0; y
< This
->pow2Height
; y
++) {
322 unsigned char *src
= This
->resource
.allocatedMemory
+ (y
* 1 * IWineD3DSurface_GetPitch(iface
));
323 for (x
= 0; x
< This
->pow2Width
; x
++) {
324 unsigned char color
= *src
;
327 output
[3 * x
+ 0] = table
[color
][0];
328 output
[3 * x
+ 1] = table
[color
][1];
329 output
[3 * x
+ 2] = table
[color
][2];
331 fwrite(output
, 3 * This
->pow2Width
, 1, f
);
334 int red_shift
, green_shift
, blue_shift
, pix_width
, alpha_shift
;
336 pix_width
= format_desc
->byte_count
;
338 red_shift
= get_shift(format_desc
->red_mask
);
339 green_shift
= get_shift(format_desc
->green_mask
);
340 blue_shift
= get_shift(format_desc
->blue_mask
);
341 alpha_shift
= get_shift(format_desc
->alpha_mask
);
343 for (y
= 0; y
< This
->pow2Height
; y
++) {
344 const unsigned char *src
= This
->resource
.allocatedMemory
+ (y
* 1 * IWineD3DSurface_GetPitch(iface
));
345 for (x
= 0; x
< This
->pow2Width
; x
++) {
351 for (i
= 0; i
< pix_width
; i
++) {
352 color
|= src
[i
] << (8 * i
);
354 src
+= 1 * pix_width
;
356 comp
= color
& format_desc
->red_mask
;
357 output
[3 * x
+ 0] = red_shift
> 0 ? comp
>> red_shift
: comp
<< -red_shift
;
358 comp
= color
& format_desc
->green_mask
;
359 output
[3 * x
+ 1] = green_shift
> 0 ? comp
>> green_shift
: comp
<< -green_shift
;
360 comp
= color
& format_desc
->alpha_mask
;
361 output
[3 * x
+ 2] = alpha_shift
> 0 ? comp
>> alpha_shift
: comp
<< -alpha_shift
;
363 fwrite(output
, 3 * This
->pow2Width
, 1, f
);
370 static HRESULT WINAPI
IWineGDISurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
) {
371 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
372 WINED3DLOCKED_RECT lock
;
376 TRACE("(%p)->(%p)\n",This
,pHDC
);
378 if(This
->Flags
& SFLAG_USERPTR
) {
379 ERR("Not supported on surfaces with an application-provided surfaces\n");
380 return WINEDDERR_NODC
;
383 /* Give more detailed info for ddraw */
384 if (This
->Flags
& SFLAG_DCINUSE
)
385 return WINEDDERR_DCALREADYCREATED
;
387 /* Can't GetDC if the surface is locked */
388 if (This
->Flags
& SFLAG_LOCKED
)
389 return WINED3DERR_INVALIDCALL
;
391 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
393 /* Should have a DIB section already */
395 /* Lock the surface */
396 hr
= IWineD3DSurface_LockRect(iface
,
401 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
402 /* keep the dib section */
406 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8
407 || This
->resource
.format_desc
->format
== WINED3DFMT_A8P8
)
410 const PALETTEENTRY
*pal
= NULL
;
413 pal
= This
->palette
->palents
;
415 IWineD3DSurfaceImpl
*dds_primary
;
416 IWineD3DSwapChainImpl
*swapchain
;
417 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.wineD3DDevice
->swapchains
[0];
418 dds_primary
= (IWineD3DSurfaceImpl
*)swapchain
->frontBuffer
;
419 if (dds_primary
&& dds_primary
->palette
)
420 pal
= dds_primary
->palette
->palents
;
424 for (n
=0; n
<256; n
++) {
425 col
[n
].rgbRed
= pal
[n
].peRed
;
426 col
[n
].rgbGreen
= pal
[n
].peGreen
;
427 col
[n
].rgbBlue
= pal
[n
].peBlue
;
428 col
[n
].rgbReserved
= 0;
430 SetDIBColorTable(This
->hDC
, 0, 256, col
);
435 TRACE("returning %p\n",*pHDC
);
436 This
->Flags
|= SFLAG_DCINUSE
;
441 static HRESULT WINAPI
IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
) {
442 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
444 TRACE("(%p)->(%p)\n",This
,hDC
);
446 if (!(This
->Flags
& SFLAG_DCINUSE
))
447 return WINEDDERR_NODC
;
449 if (This
->hDC
!=hDC
) {
450 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
451 return WINEDDERR_NODC
;
454 /* we locked first, so unlock now */
455 IWineD3DSurface_UnlockRect(iface
);
457 This
->Flags
&= ~SFLAG_DCINUSE
;
462 static HRESULT WINAPI
IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface
*iface
) {
463 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
465 IWineD3DPaletteImpl
*pal
= This
->palette
;
467 IWineD3DSwapChainImpl
*swapchain
;
468 TRACE("(%p)\n", This
);
470 if (!pal
) return WINED3D_OK
;
472 if(This
->Flags
& SFLAG_DIBSECTION
) {
473 TRACE("(%p): Updating the hdc's palette\n", This
);
474 for (n
=0; n
<256; n
++) {
475 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
476 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
477 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
478 col
[n
].rgbReserved
= 0;
480 SetDIBColorTable(This
->hDC
, 0, 256, col
);
483 /* Update the image because of the palette change. Some games like e.g Red Alert
484 call SetEntries a lot to implement fading. */
485 /* Tell the swapchain to update the screen */
486 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
488 x11_copy_to_screen(swapchain
, NULL
);
489 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
495 /*****************************************************************************
496 * IWineD3DSurface::PrivateSetup, GDI version
498 * Initializes the GDI surface, aka creates the DIB section we render to
499 * The DIB section creation is done by calling GetDC, which will create the
500 * section and releasing the dc to allow the app to use it. The dib section
501 * will stay until the surface is released
503 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
504 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
505 * avoid confusion in the shared surface code.
508 * WINED3D_OK on success
509 * The return values of called methods on failure
511 *****************************************************************************/
512 static HRESULT WINAPI
513 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
)
515 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
517 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
519 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This
);
520 return WINED3DERR_INVALIDCALL
;
522 /* Sysmem textures have memory already allocated -
523 * release it, this avoids an unnecessary memcpy
525 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
526 This
->resource
.allocatedMemory
= NULL
;
527 This
->resource
.heapMemory
= NULL
;
529 /* We don't mind the nonpow2 stuff in GDI */
530 This
->pow2Width
= This
->currentDesc
.Width
;
531 This
->pow2Height
= This
->currentDesc
.Height
;
533 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
534 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
539 static void WINAPI
IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
) {
540 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
541 FIXME("(%p) : Should not be called on a GDI surface\n", This
);
542 *glDescription
= NULL
;
545 static HRESULT WINAPI
IWineGDISurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
546 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
548 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
549 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
550 ERR("Not supported on render targets\n");
551 return WINED3DERR_INVALIDCALL
;
554 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
555 WARN("Surface is locked or the HDC is in use\n");
556 return WINED3DERR_INVALIDCALL
;
559 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
560 void *release
= NULL
;
562 /* Do I have to copy the old surface content? */
563 if(This
->Flags
& SFLAG_DIBSECTION
) {
564 /* Release the DC. No need to hold the critical section for the update
565 * Thread because this thread runs only on front buffers, but this method
566 * fails for render targets in the check above.
568 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
570 /* Release the DIB section */
571 DeleteObject(This
->dib
.DIBsection
);
572 This
->dib
.bitmap_data
= NULL
;
573 This
->resource
.allocatedMemory
= NULL
;
575 This
->Flags
&= ~SFLAG_DIBSECTION
;
576 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
577 release
= This
->resource
.allocatedMemory
;
579 This
->resource
.allocatedMemory
= Mem
;
580 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
582 /* Now free the old memory if any */
583 HeapFree(GetProcessHeap(), 0, release
);
584 } else if(This
->Flags
& SFLAG_USERPTR
) {
585 /* LockRect and GetDC will re-create the dib section and allocated memory */
586 This
->resource
.allocatedMemory
= NULL
;
587 This
->Flags
&= ~SFLAG_USERPTR
;
592 /***************************
594 ***************************/
595 static void WINAPI
IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface
*iface
, DWORD flag
, BOOL persistent
) {
596 TRACE("(%p)->(%s, %s)\n", iface
,
597 flag
== SFLAG_INSYSMEM
? "SFLAG_INSYSMEM" : flag
== SFLAG_INDRAWABLE
? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
598 persistent
? "TRUE" : "FALSE");
599 /* GDI surfaces can be in system memory only */
600 if(flag
!= SFLAG_INSYSMEM
) {
601 ERR("GDI Surface requested in gl %s memory\n", flag
== SFLAG_INDRAWABLE
? "drawable" : "texture");
605 static HRESULT WINAPI
IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface
*iface
, DWORD flag
, const RECT
*rect
) {
606 if(flag
!= SFLAG_INSYSMEM
) {
607 ERR("GDI Surface requested to be copied to gl %s\n", flag
== SFLAG_INTEXTURE
? "texture" : "drawable");
609 TRACE("Surface requested in surface memory\n");
614 static WINED3DSURFTYPE WINAPI
IWineGDISurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
618 static HRESULT WINAPI
IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
619 FIXME("GDI surfaces can't draw overlays yet\n");
623 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
624 * only IWineD3DBaseSurface and IWineGDISurface ones.
626 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
=
629 IWineD3DBaseSurfaceImpl_QueryInterface
,
630 IWineD3DBaseSurfaceImpl_AddRef
,
631 IWineGDISurfaceImpl_Release
,
632 /* IWineD3DResource */
633 IWineD3DBaseSurfaceImpl_GetParent
,
634 IWineD3DBaseSurfaceImpl_GetDevice
,
635 IWineD3DBaseSurfaceImpl_SetPrivateData
,
636 IWineD3DBaseSurfaceImpl_GetPrivateData
,
637 IWineD3DBaseSurfaceImpl_FreePrivateData
,
638 IWineD3DBaseSurfaceImpl_SetPriority
,
639 IWineD3DBaseSurfaceImpl_GetPriority
,
640 IWineGDISurfaceImpl_PreLoad
,
641 IWineGDISurfaceImpl_UnLoad
,
642 IWineD3DBaseSurfaceImpl_GetType
,
643 /* IWineD3DSurface */
644 IWineD3DBaseSurfaceImpl_GetContainer
,
645 IWineD3DBaseSurfaceImpl_GetDesc
,
646 IWineGDISurfaceImpl_LockRect
,
647 IWineGDISurfaceImpl_UnlockRect
,
648 IWineGDISurfaceImpl_GetDC
,
649 IWineGDISurfaceImpl_ReleaseDC
,
650 IWineGDISurfaceImpl_Flip
,
651 IWineD3DBaseSurfaceImpl_Blt
,
652 IWineD3DBaseSurfaceImpl_GetBltStatus
,
653 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
654 IWineD3DBaseSurfaceImpl_IsLost
,
655 IWineD3DBaseSurfaceImpl_Restore
,
656 IWineD3DBaseSurfaceImpl_BltFast
,
657 IWineD3DBaseSurfaceImpl_GetPalette
,
658 IWineD3DBaseSurfaceImpl_SetPalette
,
659 IWineGDISurfaceImpl_RealizePalette
,
660 IWineD3DBaseSurfaceImpl_SetColorKey
,
661 IWineD3DBaseSurfaceImpl_GetPitch
,
662 IWineGDISurfaceImpl_SetMem
,
663 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
664 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
665 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
666 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
667 IWineD3DBaseSurfaceImpl_SetClipper
,
668 IWineD3DBaseSurfaceImpl_GetClipper
,
670 IWineGDISurfaceImpl_LoadTexture
,
671 IWineD3DBaseSurfaceImpl_BindTexture
,
672 IWineGDISurfaceImpl_SaveSnapshot
,
673 IWineD3DBaseSurfaceImpl_SetContainer
,
674 IWineGDISurfaceImpl_GetGlDesc
,
675 IWineD3DBaseSurfaceImpl_GetData
,
676 IWineD3DBaseSurfaceImpl_SetFormat
,
677 IWineGDISurfaceImpl_PrivateSetup
,
678 IWineGDISurfaceImpl_ModifyLocation
,
679 IWineGDISurfaceImpl_LoadLocation
,
680 IWineGDISurfaceImpl_GetImplType
,
681 IWineGDISurfaceImpl_DrawOverlay