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"
34 /* Use the d3d_surface debug channel to have one channel for all surfaces */
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface
);
37 void surface_gdi_cleanup(IWineD3DSurfaceImpl
*This
)
39 TRACE("(%p) : Cleaning up.\n", This
);
41 if (This
->Flags
& SFLAG_DIBSECTION
)
44 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
46 /* Release the DIB section. */
47 DeleteObject(This
->dib
.DIBsection
);
48 This
->dib
.bitmap_data
= NULL
;
49 This
->resource
.allocatedMemory
= NULL
;
52 if (This
->Flags
& SFLAG_USERPTR
) IWineD3DSurface_SetMem((IWineD3DSurface
*)This
, NULL
);
53 if (This
->overlay_dest
) list_remove(&This
->overlay_entry
);
55 HeapFree(GetProcessHeap(), 0, This
->palette9
);
57 resource_cleanup((IWineD3DResource
*)This
);
60 /*****************************************************************************
61 * IWineD3DSurface::Release, GDI version
63 * In general a normal COM Release method, but the GDI version doesn't have
64 * to destroy all the GL things.
66 *****************************************************************************/
67 static ULONG WINAPI
IWineGDISurfaceImpl_Release(IWineD3DSurface
*iface
) {
68 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
69 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
70 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
74 surface_gdi_cleanup(This
);
76 TRACE("(%p) Released.\n", This
);
77 HeapFree(GetProcessHeap(), 0, This
);
83 /*****************************************************************************
84 * IWineD3DSurface::PreLoad, GDI version
86 * This call is unsupported on GDI surfaces, if it's called something went
87 * wrong in the parent library. Write an informative warning
89 *****************************************************************************/
91 IWineGDISurfaceImpl_PreLoad(IWineD3DSurface
*iface
)
93 ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface
);
94 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
95 ERR("(%p): Please report to wine-devel\n", iface
);
98 /*****************************************************************************
99 * IWineD3DSurface::UnLoad, GDI version
101 * This call is unsupported on GDI surfaces, if it's called something went
102 * wrong in the parent library. Write an informative warning.
104 *****************************************************************************/
105 static void WINAPI
IWineGDISurfaceImpl_UnLoad(IWineD3DSurface
*iface
)
107 ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface
);
108 ERR("(%p): Most likely the parent library did something wrong.\n", iface
);
109 ERR("(%p): Please report to wine-devel\n", iface
);
112 /*****************************************************************************
113 * IWineD3DSurface::LockRect, GDI version
115 * Locks the surface and returns a pointer to the surface memory
118 * pLockedRect: Address to return the locking info at
119 * pRect: Rectangle to lock
123 * WINED3D_OK on success
124 * WINED3DERR_INVALIDCALL on errors
126 *****************************************************************************/
127 static HRESULT WINAPI
128 IWineGDISurfaceImpl_LockRect(IWineD3DSurface
*iface
,
129 WINED3DLOCKED_RECT
* pLockedRect
,
133 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
135 /* Already locked? */
136 if(This
->Flags
& SFLAG_LOCKED
)
138 WARN("(%p) Surface already locked\n", This
);
139 /* What should I return here? */
140 return WINED3DERR_INVALIDCALL
;
142 This
->Flags
|= SFLAG_LOCKED
;
144 if(!This
->resource
.allocatedMemory
) {
145 /* This happens on gdi surfaces if the application set a user pointer and resets it.
146 * Recreate the DIB section
148 IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
149 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
152 return IWineD3DBaseSurfaceImpl_LockRect(iface
, pLockedRect
, pRect
, Flags
);
155 /*****************************************************************************
156 * IWineD3DSurface::UnlockRect, GDI version
158 * Unlocks a surface. This implementation doesn't do much, except updating
159 * the window if the front buffer is unlocked
162 * WINED3D_OK on success
163 * WINED3DERR_INVALIDCALL on failure
165 *****************************************************************************/
166 static HRESULT WINAPI
167 IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface
*iface
)
169 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
170 IWineD3DSwapChainImpl
*swapchain
= NULL
;
171 TRACE("(%p)\n", This
);
173 if (!(This
->Flags
& SFLAG_LOCKED
))
175 WARN("trying to Unlock an unlocked surf@%p\n", This
);
176 return WINEDDERR_NOTLOCKED
;
179 /* Can be useful for debugging */
182 static unsigned int gen
= 0;
185 if ((gen
% 10) == 0) {
186 snprintf(buffer
, sizeof(buffer
), "/tmp/surface%p_type%u_level%u_%u.ppm",
187 This
, This
->texture_target
, This
->texture_level
, gen
);
188 IWineD3DSurfaceImpl_SaveSnapshot(iface
, buffer
);
191 * debugging crash code
200 /* Tell the swapchain to update the screen */
201 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
203 if(iface
== swapchain
->frontBuffer
)
205 x11_copy_to_screen(swapchain
, &This
->lockedRect
);
207 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
210 This
->Flags
&= ~SFLAG_LOCKED
;
211 memset(&This
->lockedRect
, 0, sizeof(RECT
));
215 /*****************************************************************************
216 * IWineD3DSurface::Flip, GDI version
218 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
219 * the parent library. This implementation changes the data pointers of the
220 * surfaces and copies the new front buffer content to the screen
223 * override: Flipping target(e.g. back buffer)
226 * WINED3D_OK on success
228 *****************************************************************************/
229 static HRESULT WINAPI
230 IWineGDISurfaceImpl_Flip(IWineD3DSurface
*iface
,
231 IWineD3DSurface
*override
,
234 IWineD3DSwapChainImpl
*swapchain
= NULL
;
237 if(FAILED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
239 ERR("Flipped surface is not on a swapchain\n");
240 return WINEDDERR_NOTFLIPPABLE
;
243 hr
= IWineD3DSwapChain_Present((IWineD3DSwapChain
*)swapchain
,
244 NULL
, NULL
, swapchain
->win_handle
, NULL
, 0);
245 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
249 /*****************************************************************************
250 * IWineD3DSurface::LoadTexture, GDI version
252 * This is mutually unsupported by GDI surfaces
257 *****************************************************************************/
258 static HRESULT WINAPI
259 IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface
*iface
, BOOL srgb_mode
)
261 ERR("Unsupported on X11 surfaces\n");
262 return WINED3DERR_INVALIDCALL
;
265 /*****************************************************************************
266 * IWineD3DSurface::SaveSnapshot, GDI version
268 * This method writes the surface's contents to the in tga format to the
269 * file specified in filename.
272 * filename: File to write to
275 * WINED3DERR_INVALIDCALL if the file couldn't be opened
276 * WINED3D_OK on success
278 *****************************************************************************/
279 static int get_shift(DWORD color_mask
) {
281 while (color_mask
> 0xFF) {
285 while ((color_mask
& 0x80) == 0) {
293 static HRESULT WINAPI
294 IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface
*iface
,
295 const char* filename
)
299 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
300 const struct wined3d_format_desc
*format_desc
= This
->resource
.format_desc
;
301 static char *output
= NULL
;
302 static UINT size
= 0;
304 if (This
->pow2Width
> size
) {
305 output
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->pow2Width
* 3);
306 size
= This
->pow2Width
;
310 f
= fopen(filename
, "w+");
312 ERR("opening of %s failed with\n", filename
);
313 return WINED3DERR_INVALIDCALL
;
315 fprintf(f
, "P6\n%d %d\n255\n", This
->pow2Width
, This
->pow2Height
);
317 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
)
319 unsigned char table
[256][3];
322 if (This
->palette
== NULL
) {
324 return WINED3DERR_INVALIDCALL
;
326 for (i
= 0; i
< 256; i
++) {
327 table
[i
][0] = This
->palette
->palents
[i
].peRed
;
328 table
[i
][1] = This
->palette
->palents
[i
].peGreen
;
329 table
[i
][2] = This
->palette
->palents
[i
].peBlue
;
331 for (y
= 0; y
< This
->pow2Height
; y
++) {
332 unsigned char *src
= This
->resource
.allocatedMemory
+ (y
* 1 * IWineD3DSurface_GetPitch(iface
));
333 for (x
= 0; x
< This
->pow2Width
; x
++) {
334 unsigned char color
= *src
;
337 output
[3 * x
+ 0] = table
[color
][0];
338 output
[3 * x
+ 1] = table
[color
][1];
339 output
[3 * x
+ 2] = table
[color
][2];
341 fwrite(output
, 3 * This
->pow2Width
, 1, f
);
344 int red_shift
, green_shift
, blue_shift
, pix_width
, alpha_shift
;
346 pix_width
= format_desc
->byte_count
;
348 red_shift
= get_shift(format_desc
->red_mask
);
349 green_shift
= get_shift(format_desc
->green_mask
);
350 blue_shift
= get_shift(format_desc
->blue_mask
);
351 alpha_shift
= get_shift(format_desc
->alpha_mask
);
353 for (y
= 0; y
< This
->pow2Height
; y
++) {
354 const unsigned char *src
= This
->resource
.allocatedMemory
+ (y
* 1 * IWineD3DSurface_GetPitch(iface
));
355 for (x
= 0; x
< This
->pow2Width
; x
++) {
361 for (i
= 0; i
< pix_width
; i
++) {
362 color
|= src
[i
] << (8 * i
);
364 src
+= 1 * pix_width
;
366 comp
= color
& format_desc
->red_mask
;
367 output
[3 * x
+ 0] = red_shift
> 0 ? comp
>> red_shift
: comp
<< -red_shift
;
368 comp
= color
& format_desc
->green_mask
;
369 output
[3 * x
+ 1] = green_shift
> 0 ? comp
>> green_shift
: comp
<< -green_shift
;
370 comp
= color
& format_desc
->alpha_mask
;
371 output
[3 * x
+ 2] = alpha_shift
> 0 ? comp
>> alpha_shift
: comp
<< -alpha_shift
;
373 fwrite(output
, 3 * This
->pow2Width
, 1, f
);
380 static HRESULT WINAPI
IWineGDISurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
) {
381 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
382 WINED3DLOCKED_RECT lock
;
386 TRACE("(%p)->(%p)\n",This
,pHDC
);
388 if(!(This
->Flags
& SFLAG_DIBSECTION
))
390 WARN("DC not supported on this surface\n");
391 return WINED3DERR_INVALIDCALL
;
394 if(This
->Flags
& SFLAG_USERPTR
) {
395 ERR("Not supported on surfaces with an application-provided surfaces\n");
396 return WINEDDERR_NODC
;
399 /* Give more detailed info for ddraw */
400 if (This
->Flags
& SFLAG_DCINUSE
)
401 return WINEDDERR_DCALREADYCREATED
;
403 /* Can't GetDC if the surface is locked */
404 if (This
->Flags
& SFLAG_LOCKED
)
405 return WINED3DERR_INVALIDCALL
;
407 memset(&lock
, 0, sizeof(lock
)); /* To be sure */
409 /* Should have a DIB section already */
411 /* Lock the surface */
412 hr
= IWineD3DSurface_LockRect(iface
,
417 ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr
);
418 /* keep the dib section */
422 if (This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT
423 || This
->resource
.format_desc
->format
== WINED3DFMT_P8_UINT_A8_UNORM
)
426 const PALETTEENTRY
*pal
= NULL
;
429 pal
= This
->palette
->palents
;
431 IWineD3DSurfaceImpl
*dds_primary
;
432 IWineD3DSwapChainImpl
*swapchain
;
433 swapchain
= (IWineD3DSwapChainImpl
*)This
->resource
.device
->swapchains
[0];
434 dds_primary
= (IWineD3DSurfaceImpl
*)swapchain
->frontBuffer
;
435 if (dds_primary
&& dds_primary
->palette
)
436 pal
= dds_primary
->palette
->palents
;
440 for (n
=0; n
<256; n
++) {
441 col
[n
].rgbRed
= pal
[n
].peRed
;
442 col
[n
].rgbGreen
= pal
[n
].peGreen
;
443 col
[n
].rgbBlue
= pal
[n
].peBlue
;
444 col
[n
].rgbReserved
= 0;
446 SetDIBColorTable(This
->hDC
, 0, 256, col
);
451 TRACE("returning %p\n",*pHDC
);
452 This
->Flags
|= SFLAG_DCINUSE
;
457 static HRESULT WINAPI
IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
) {
458 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*)iface
;
460 TRACE("(%p)->(%p)\n",This
,hDC
);
462 if (!(This
->Flags
& SFLAG_DCINUSE
))
463 return WINEDDERR_NODC
;
465 if (This
->hDC
!=hDC
) {
466 WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC
, This
->hDC
);
467 return WINEDDERR_NODC
;
470 /* we locked first, so unlock now */
471 IWineD3DSurface_UnlockRect(iface
);
473 This
->Flags
&= ~SFLAG_DCINUSE
;
478 static HRESULT WINAPI
IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface
*iface
) {
479 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
481 IWineD3DPaletteImpl
*pal
= This
->palette
;
483 IWineD3DSwapChainImpl
*swapchain
;
484 TRACE("(%p)\n", This
);
486 if (!pal
) return WINED3D_OK
;
488 if(This
->Flags
& SFLAG_DIBSECTION
) {
489 TRACE("(%p): Updating the hdc's palette\n", This
);
490 for (n
=0; n
<256; n
++) {
491 col
[n
].rgbRed
= pal
->palents
[n
].peRed
;
492 col
[n
].rgbGreen
= pal
->palents
[n
].peGreen
;
493 col
[n
].rgbBlue
= pal
->palents
[n
].peBlue
;
494 col
[n
].rgbReserved
= 0;
496 SetDIBColorTable(This
->hDC
, 0, 256, col
);
499 /* Update the image because of the palette change. Some games like e.g Red Alert
500 call SetEntries a lot to implement fading. */
501 /* Tell the swapchain to update the screen */
502 if (SUCCEEDED(IWineD3DSurface_GetContainer(iface
, &IID_IWineD3DSwapChain
, (void **)&swapchain
)))
504 if(iface
== swapchain
->frontBuffer
)
506 x11_copy_to_screen(swapchain
, NULL
);
508 IWineD3DSwapChain_Release((IWineD3DSwapChain
*) swapchain
);
514 /*****************************************************************************
515 * IWineD3DSurface::PrivateSetup, GDI version
517 * Initializes the GDI surface, aka creates the DIB section we render to
518 * The DIB section creation is done by calling GetDC, which will create the
519 * section and releasing the dc to allow the app to use it. The dib section
520 * will stay until the surface is released
522 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
523 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
524 * avoid confusion in the shared surface code.
527 * WINED3D_OK on success
528 * The return values of called methods on failure
530 *****************************************************************************/
531 static HRESULT WINAPI
532 IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface
*iface
)
534 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
537 if(This
->resource
.usage
& WINED3DUSAGE_OVERLAY
)
539 ERR("(%p) Overlays not yet supported by GDI surfaces\n", This
);
540 return WINED3DERR_INVALIDCALL
;
543 /* Sysmem textures have memory already allocated -
544 * release it, this avoids an unnecessary memcpy
546 hr
= IWineD3DBaseSurfaceImpl_CreateDIBSection(iface
);
549 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
550 This
->resource
.heapMemory
= NULL
;
551 This
->resource
.allocatedMemory
= This
->dib
.bitmap_data
;
554 /* We don't mind the nonpow2 stuff in GDI */
555 This
->pow2Width
= This
->currentDesc
.Width
;
556 This
->pow2Height
= This
->currentDesc
.Height
;
561 static HRESULT WINAPI
IWineGDISurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
) {
562 IWineD3DSurfaceImpl
*This
= (IWineD3DSurfaceImpl
*) iface
;
564 /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
565 if(This
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
) {
566 ERR("Not supported on render targets\n");
567 return WINED3DERR_INVALIDCALL
;
570 if(This
->Flags
& (SFLAG_LOCKED
| SFLAG_DCINUSE
)) {
571 WARN("Surface is locked or the HDC is in use\n");
572 return WINED3DERR_INVALIDCALL
;
575 if(Mem
&& Mem
!= This
->resource
.allocatedMemory
) {
576 void *release
= NULL
;
578 /* Do I have to copy the old surface content? */
579 if(This
->Flags
& SFLAG_DIBSECTION
) {
580 /* Release the DC. No need to hold the critical section for the update
581 * Thread because this thread runs only on front buffers, but this method
582 * fails for render targets in the check above.
584 SelectObject(This
->hDC
, This
->dib
.holdbitmap
);
586 /* Release the DIB section */
587 DeleteObject(This
->dib
.DIBsection
);
588 This
->dib
.bitmap_data
= NULL
;
589 This
->resource
.allocatedMemory
= NULL
;
591 This
->Flags
&= ~SFLAG_DIBSECTION
;
592 } else if(!(This
->Flags
& SFLAG_USERPTR
)) {
593 release
= This
->resource
.allocatedMemory
;
595 This
->resource
.allocatedMemory
= Mem
;
596 This
->Flags
|= SFLAG_USERPTR
| SFLAG_INSYSMEM
;
598 /* Now free the old memory if any */
599 HeapFree(GetProcessHeap(), 0, release
);
600 } else if(This
->Flags
& SFLAG_USERPTR
) {
601 /* LockRect and GetDC will re-create the dib section and allocated memory */
602 This
->resource
.allocatedMemory
= NULL
;
603 This
->Flags
&= ~SFLAG_USERPTR
;
608 /***************************
610 ***************************/
611 static void WINAPI
IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface
*iface
, DWORD flag
, BOOL persistent
) {
612 TRACE("(%p)->(%s, %s)\n", iface
,
613 flag
== SFLAG_INSYSMEM
? "SFLAG_INSYSMEM" : flag
== SFLAG_INDRAWABLE
? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
614 persistent
? "TRUE" : "FALSE");
615 /* GDI surfaces can be in system memory only */
616 if(flag
!= SFLAG_INSYSMEM
) {
617 ERR("GDI Surface requested in gl %s memory\n", flag
== SFLAG_INDRAWABLE
? "drawable" : "texture");
621 static HRESULT WINAPI
IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface
*iface
, DWORD flag
, const RECT
*rect
) {
622 if(flag
!= SFLAG_INSYSMEM
) {
623 ERR("GDI Surface requested to be copied to gl %s\n", flag
== SFLAG_INTEXTURE
? "texture" : "drawable");
625 TRACE("Surface requested in surface memory\n");
630 static WINED3DSURFTYPE WINAPI
IWineGDISurfaceImpl_GetImplType(IWineD3DSurface
*iface
) {
634 static HRESULT WINAPI
IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface
*iface
) {
635 FIXME("GDI surfaces can't draw overlays yet\n");
639 /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
640 * only IWineD3DBaseSurface and IWineGDISurface ones.
642 const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
=
645 IWineD3DBaseSurfaceImpl_QueryInterface
,
646 IWineD3DBaseSurfaceImpl_AddRef
,
647 IWineGDISurfaceImpl_Release
,
648 /* IWineD3DResource */
649 IWineD3DBaseSurfaceImpl_GetParent
,
650 IWineD3DBaseSurfaceImpl_SetPrivateData
,
651 IWineD3DBaseSurfaceImpl_GetPrivateData
,
652 IWineD3DBaseSurfaceImpl_FreePrivateData
,
653 IWineD3DBaseSurfaceImpl_SetPriority
,
654 IWineD3DBaseSurfaceImpl_GetPriority
,
655 IWineGDISurfaceImpl_PreLoad
,
656 IWineGDISurfaceImpl_UnLoad
,
657 IWineD3DBaseSurfaceImpl_GetType
,
658 /* IWineD3DSurface */
659 IWineD3DBaseSurfaceImpl_GetContainer
,
660 IWineD3DBaseSurfaceImpl_GetDesc
,
661 IWineGDISurfaceImpl_LockRect
,
662 IWineGDISurfaceImpl_UnlockRect
,
663 IWineGDISurfaceImpl_GetDC
,
664 IWineGDISurfaceImpl_ReleaseDC
,
665 IWineGDISurfaceImpl_Flip
,
666 IWineD3DBaseSurfaceImpl_Blt
,
667 IWineD3DBaseSurfaceImpl_GetBltStatus
,
668 IWineD3DBaseSurfaceImpl_GetFlipStatus
,
669 IWineD3DBaseSurfaceImpl_IsLost
,
670 IWineD3DBaseSurfaceImpl_Restore
,
671 IWineD3DBaseSurfaceImpl_BltFast
,
672 IWineD3DBaseSurfaceImpl_GetPalette
,
673 IWineD3DBaseSurfaceImpl_SetPalette
,
674 IWineGDISurfaceImpl_RealizePalette
,
675 IWineD3DBaseSurfaceImpl_SetColorKey
,
676 IWineD3DBaseSurfaceImpl_GetPitch
,
677 IWineGDISurfaceImpl_SetMem
,
678 IWineD3DBaseSurfaceImpl_SetOverlayPosition
,
679 IWineD3DBaseSurfaceImpl_GetOverlayPosition
,
680 IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder
,
681 IWineD3DBaseSurfaceImpl_UpdateOverlay
,
682 IWineD3DBaseSurfaceImpl_SetClipper
,
683 IWineD3DBaseSurfaceImpl_GetClipper
,
685 IWineGDISurfaceImpl_LoadTexture
,
686 IWineD3DBaseSurfaceImpl_BindTexture
,
687 IWineGDISurfaceImpl_SaveSnapshot
,
688 IWineD3DBaseSurfaceImpl_SetContainer
,
689 IWineD3DBaseSurfaceImpl_GetData
,
690 IWineD3DBaseSurfaceImpl_SetFormat
,
691 IWineGDISurfaceImpl_PrivateSetup
,
692 IWineGDISurfaceImpl_ModifyLocation
,
693 IWineGDISurfaceImpl_LoadLocation
,
694 IWineGDISurfaceImpl_GetImplType
,
695 IWineGDISurfaceImpl_DrawOverlay