wined3d: Kill the GL_ATI_envmap_bumpmap code.
[wine/multimedia.git] / dlls / wined3d / surface_gdi.c
bloba17c007aba71e38ac2e0ac008b5084b72f7183d2
1 /*
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
28 #include "config.h"
29 #include "wine/port.h"
30 #include "wined3d_private.h"
32 #include <assert.h>
33 #include <stdio.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 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);
49 if (ref == 0) {
50 TRACE("(%p) : cleaning up\n", This);
52 if(This->Flags & SFLAG_DIBSECTION) {
53 /* Release the DC */
54 SelectObject(This->hDC, This->dib.holdbitmap);
55 DeleteDC(This->hDC);
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 IWineD3DResourceImpl_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);
75 return ref;
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 *****************************************************************************/
85 static void WINAPI
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
112 * Params:
113 * pLockedRect: Address to return the locking info at
114 * pRect: Rectangle to lock
115 * Flags: Some flags
117 * Returns:
118 * WINED3D_OK on success
119 * WINED3DERR_INVALIDCALL on errors
121 *****************************************************************************/
122 static HRESULT WINAPI
123 IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
124 WINED3DLOCKED_RECT* pLockedRect,
125 CONST RECT* pRect,
126 DWORD Flags)
128 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
130 /* Already locked? */
131 if(This->Flags & SFLAG_LOCKED)
133 ERR("(%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
156 * Returns:
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 WINED3DERR_INVALIDCALL;
174 /* Can be useful for debugging */
175 #if 0
177 static unsigned int gen = 0;
178 char buffer[4096];
179 ++gen;
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
186 if (gen == 250) {
187 void** test = NULL;
188 *test = 0;
192 #endif
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));
203 return WINED3D_OK;
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
213 * Params:
214 * override: Flipping target(e.g. back buffer)
216 * Returns:
217 * WINED3D_OK on success
219 *****************************************************************************/
220 static HRESULT WINAPI
221 IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
222 IWineD3DSurface *override,
223 DWORD Flags)
225 IWineD3DSwapChainImpl *swapchain = NULL;
226 HRESULT hr;
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);
236 return hr;
239 /*****************************************************************************
240 * IWineD3DSurface::LoadTexture, GDI version
242 * This is mutually unsupported by GDI surfaces
244 * Returns:
245 * D3DERR_INVALIDCALL
247 *****************************************************************************/
248 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.
261 * Params:
262 * filename: File to write to
264 * Returns:
265 * WINED3DERR_INVALIDCALL if the file couldn't be opened
266 * WINED3D_OK on success
268 *****************************************************************************/
269 static int get_shift(DWORD color_mask) {
270 int shift = 0;
271 while (color_mask > 0xFF) {
272 color_mask >>= 1;
273 shift += 1;
275 while ((color_mask & 0x80) == 0) {
276 color_mask <<= 1;
277 shift -= 1;
279 return shift;
283 HRESULT WINAPI
284 IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
285 const char* filename)
287 FILE* f = NULL;
288 UINT y = 0, x = 0;
289 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
290 static char *output = NULL;
291 static int size = 0;
292 const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL);
294 if (This->pow2Width > size) {
295 output = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->pow2Width * 3);
296 size = This->pow2Width;
300 f = fopen(filename, "w+");
301 if (NULL == f) {
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 == WINED3DFMT_P8) {
308 unsigned char table[256][3];
309 int i;
311 if (This->palette == NULL) {
312 fclose(f);
313 return WINED3DERR_INVALIDCALL;
315 for (i = 0; i < 256; i++) {
316 table[i][0] = This->palette->palents[i].peRed;
317 table[i][1] = This->palette->palents[i].peGreen;
318 table[i][2] = This->palette->palents[i].peBlue;
320 for (y = 0; y < This->pow2Height; y++) {
321 unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
322 for (x = 0; x < This->pow2Width; x++) {
323 unsigned char color = *src;
324 src += 1;
326 output[3 * x + 0] = table[color][0];
327 output[3 * x + 1] = table[color][1];
328 output[3 * x + 2] = table[color][2];
330 fwrite(output, 3 * This->pow2Width, 1, f);
332 } else {
333 int red_shift, green_shift, blue_shift, pix_width, alpha_shift;
335 pix_width = This->bytesPerPixel;
337 red_shift = get_shift(formatEntry->redMask);
338 green_shift = get_shift(formatEntry->greenMask);
339 blue_shift = get_shift(formatEntry->blueMask);
340 alpha_shift = get_shift(formatEntry->alphaMask);
342 for (y = 0; y < This->pow2Height; y++) {
343 unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
344 for (x = 0; x < This->pow2Width; x++) {
345 unsigned int color;
346 unsigned int comp;
347 int i;
349 color = 0;
350 for (i = 0; i < pix_width; i++) {
351 color |= src[i] << (8 * i);
353 src += 1 * pix_width;
355 comp = color & formatEntry->redMask;
356 output[3 * x + 0] = red_shift > 0 ? comp >> red_shift : comp << -red_shift;
357 comp = color & formatEntry->greenMask;
358 output[3 * x + 1] = green_shift > 0 ? comp >> green_shift : comp << -green_shift;
359 comp = color & formatEntry->alphaMask;
360 output[3 * x + 2] = alpha_shift > 0 ? comp >> alpha_shift : comp << -alpha_shift;
362 fwrite(output, 3 * This->pow2Width, 1, f);
365 fclose(f);
366 return WINED3D_OK;
369 HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
370 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
371 WINED3DLOCKED_RECT lock;
372 HRESULT hr;
373 RGBQUAD col[256];
375 TRACE("(%p)->(%p)\n",This,pHDC);
377 if(This->Flags & SFLAG_USERPTR) {
378 ERR("Not supported on surfaces with an application-provided surfaces\n");
379 return WINEDDERR_NODC;
382 /* Give more detailed info for ddraw */
383 if (This->Flags & SFLAG_DCINUSE)
384 return WINEDDERR_DCALREADYCREATED;
386 /* Can't GetDC if the surface is locked */
387 if (This->Flags & SFLAG_LOCKED)
388 return WINED3DERR_INVALIDCALL;
390 memset(&lock, 0, sizeof(lock)); /* To be sure */
392 /* Should have a DIB section already */
394 /* Lock the surface */
395 hr = IWineD3DSurface_LockRect(iface,
396 &lock,
397 NULL,
399 if(FAILED(hr)) {
400 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
401 /* keep the dib section */
402 return hr;
405 if(This->resource.format == WINED3DFMT_P8 ||
406 This->resource.format == WINED3DFMT_A8P8) {
407 unsigned int n;
408 PALETTEENTRY *pal = NULL;
410 if(This->palette) {
411 pal = This->palette->palents;
412 } else {
413 IWineD3DSurfaceImpl *dds_primary;
414 IWineD3DSwapChainImpl *swapchain;
415 swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
416 dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
417 if (dds_primary && dds_primary->palette)
418 pal = dds_primary->palette->palents;
421 if (pal) {
422 for (n=0; n<256; n++) {
423 col[n].rgbRed = pal[n].peRed;
424 col[n].rgbGreen = pal[n].peGreen;
425 col[n].rgbBlue = pal[n].peBlue;
426 col[n].rgbReserved = 0;
428 SetDIBColorTable(This->hDC, 0, 256, col);
432 *pHDC = This->hDC;
433 TRACE("returning %p\n",*pHDC);
434 This->Flags |= SFLAG_DCINUSE;
436 return WINED3D_OK;
439 HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
440 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
442 TRACE("(%p)->(%p)\n",This,hDC);
444 if (!(This->Flags & SFLAG_DCINUSE))
445 return WINED3DERR_INVALIDCALL;
447 if (This->hDC !=hDC) {
448 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
449 return WINED3DERR_INVALIDCALL;
452 /* we locked first, so unlock now */
453 IWineD3DSurface_UnlockRect(iface);
455 This->Flags &= ~SFLAG_DCINUSE;
457 return WINED3D_OK;
460 HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
461 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
462 RGBQUAD col[256];
463 IWineD3DPaletteImpl *pal = This->palette;
464 unsigned int n;
465 IWineD3DSwapChainImpl *swapchain;
466 TRACE("(%p)\n", This);
468 if (!pal) return WINED3D_OK;
470 if(This->Flags & SFLAG_DIBSECTION) {
471 TRACE("(%p): Updating the hdc's palette\n", This);
472 for (n=0; n<256; n++) {
473 col[n].rgbRed = pal->palents[n].peRed;
474 col[n].rgbGreen = pal->palents[n].peGreen;
475 col[n].rgbBlue = pal->palents[n].peBlue;
476 col[n].rgbReserved = 0;
478 SetDIBColorTable(This->hDC, 0, 256, col);
481 /* Update the image because of the palette change. Some games like e.g Red Alert
482 call SetEntries a lot to implement fading. */
483 /* Tell the swapchain to update the screen */
484 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
486 x11_copy_to_screen(swapchain, NULL);
487 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
490 return WINED3D_OK;
493 /*****************************************************************************
494 * IWineD3DSurface::PrivateSetup, GDI version
496 * Initializes the GDI surface, aka creates the DIB section we render to
497 * The DIB section creation is done by calling GetDC, which will create the
498 * section and releasing the dc to allow the app to use it. The dib section
499 * will stay until the surface is released
501 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
502 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
503 * avoid confusion in the shared surface code.
505 * Returns:
506 * WINED3D_OK on success
507 * The return values of called methods on failure
509 *****************************************************************************/
510 HRESULT WINAPI
511 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
513 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
515 if(This->resource.usage & WINED3DUSAGE_OVERLAY)
517 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
518 return WINED3DERR_INVALIDCALL;
520 /* Sysmem textures have memory already allocated -
521 * release it, this avoids an unnecessary memcpy
523 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
524 This->resource.allocatedMemory = NULL;
525 This->resource.heapMemory = NULL;
527 /* We don't mind the nonpow2 stuff in GDI */
528 This->pow2Width = This->currentDesc.Width;
529 This->pow2Height = This->currentDesc.Height;
531 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
532 This->resource.allocatedMemory = This->dib.bitmap_data;
534 return WINED3D_OK;
537 void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
538 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
539 FIXME("(%p) : Should not be called on a GDI surface\n", This);
540 *glDescription = NULL;
543 HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
544 /* GDI surface data can only be in one location, the system memory dib section. So they are
545 * always clean by definition.
547 TRACE("No dirtification in GDI surfaces\n");
548 return WINED3D_OK;
551 HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
552 IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
554 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
555 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
556 ERR("Not supported on render targets\n");
557 return WINED3DERR_INVALIDCALL;
560 if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
561 WARN("Surface is locked or the HDC is in use\n");
562 return WINED3DERR_INVALIDCALL;
565 if(Mem && Mem != This->resource.allocatedMemory) {
566 void *release = NULL;
568 /* Do I have to copy the old surface content? */
569 if(This->Flags & SFLAG_DIBSECTION) {
570 /* Release the DC. No need to hold the critical section for the update
571 * Thread because this thread runs only on front buffers, but this method
572 * fails for render targets in the check above.
574 SelectObject(This->hDC, This->dib.holdbitmap);
575 DeleteDC(This->hDC);
576 /* Release the DIB section */
577 DeleteObject(This->dib.DIBsection);
578 This->dib.bitmap_data = NULL;
579 This->resource.allocatedMemory = NULL;
580 This->hDC = NULL;
581 This->Flags &= ~SFLAG_DIBSECTION;
582 } else if(!(This->Flags & SFLAG_USERPTR)) {
583 release = This->resource.allocatedMemory;
585 This->resource.allocatedMemory = Mem;
586 This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
588 /* Now free the old memory if any */
589 HeapFree(GetProcessHeap(), 0, release);
590 } else if(This->Flags & SFLAG_USERPTR) {
591 /* LockRect and GetDC will re-create the dib section and allocated memory */
592 This->resource.allocatedMemory = NULL;
593 This->Flags &= ~SFLAG_USERPTR;
595 return WINED3D_OK;
598 /***************************
600 ***************************/
601 static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
602 TRACE("(%p)->(%s, %s)\n", iface,
603 flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
604 persistent ? "TRUE" : "FALSE");
605 /* GDI surfaces can be in system memory only */
606 if(flag != SFLAG_INSYSMEM) {
607 ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
611 static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
612 if(flag != SFLAG_INSYSMEM) {
613 ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
614 } else {
615 TRACE("Surface requested in surface memory\n");
617 return WINED3D_OK;
620 static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
621 return SURFACE_GDI;
624 static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
625 FIXME("GDI surfaces can't draw overlays yet\n");
626 return E_FAIL;
629 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
630 * only IWineD3DBaseSurface and IWineGDISurface ones.
632 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
634 /* IUnknown */
635 IWineD3DBaseSurfaceImpl_QueryInterface,
636 IWineD3DBaseSurfaceImpl_AddRef,
637 IWineGDISurfaceImpl_Release,
638 /* IWineD3DResource */
639 IWineD3DBaseSurfaceImpl_GetParent,
640 IWineD3DBaseSurfaceImpl_GetDevice,
641 IWineD3DBaseSurfaceImpl_SetPrivateData,
642 IWineD3DBaseSurfaceImpl_GetPrivateData,
643 IWineD3DBaseSurfaceImpl_FreePrivateData,
644 IWineD3DBaseSurfaceImpl_SetPriority,
645 IWineD3DBaseSurfaceImpl_GetPriority,
646 IWineGDISurfaceImpl_PreLoad,
647 IWineGDISurfaceImpl_UnLoad,
648 IWineD3DBaseSurfaceImpl_GetType,
649 /* IWineD3DSurface */
650 IWineD3DBaseSurfaceImpl_GetContainer,
651 IWineD3DBaseSurfaceImpl_GetDesc,
652 IWineGDISurfaceImpl_LockRect,
653 IWineGDISurfaceImpl_UnlockRect,
654 IWineGDISurfaceImpl_GetDC,
655 IWineGDISurfaceImpl_ReleaseDC,
656 IWineGDISurfaceImpl_Flip,
657 IWineD3DBaseSurfaceImpl_Blt,
658 IWineD3DBaseSurfaceImpl_GetBltStatus,
659 IWineD3DBaseSurfaceImpl_GetFlipStatus,
660 IWineD3DBaseSurfaceImpl_IsLost,
661 IWineD3DBaseSurfaceImpl_Restore,
662 IWineD3DBaseSurfaceImpl_BltFast,
663 IWineD3DBaseSurfaceImpl_GetPalette,
664 IWineD3DBaseSurfaceImpl_SetPalette,
665 IWineGDISurfaceImpl_RealizePalette,
666 IWineD3DBaseSurfaceImpl_SetColorKey,
667 IWineD3DBaseSurfaceImpl_GetPitch,
668 IWineGDISurfaceImpl_SetMem,
669 IWineD3DBaseSurfaceImpl_SetOverlayPosition,
670 IWineD3DBaseSurfaceImpl_GetOverlayPosition,
671 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
672 IWineD3DBaseSurfaceImpl_UpdateOverlay,
673 IWineD3DBaseSurfaceImpl_SetClipper,
674 IWineD3DBaseSurfaceImpl_GetClipper,
675 /* Internal use: */
676 IWineGDISurfaceImpl_AddDirtyRect,
677 IWineGDISurfaceImpl_LoadTexture,
678 IWineD3DBaseSurfaceImpl_BindTexture,
679 IWineGDISurfaceImpl_SaveSnapshot,
680 IWineD3DBaseSurfaceImpl_SetContainer,
681 IWineGDISurfaceImpl_GetGlDesc,
682 IWineD3DSurfaceImpl_GetData,
683 IWineD3DBaseSurfaceImpl_SetFormat,
684 IWineGDISurfaceImpl_PrivateSetup,
685 IWineGDISurfaceImpl_ModifyLocation,
686 IWineGDISurfaceImpl_LoadLocation,
687 IWineGDISurfaceImpl_GetImplType,
688 IWineGDISurfaceImpl_DrawOverlay