/*
 * 2D Surface implementation without OpenGL
 *
 * Copyright 1997-2000 Marcus Meissner
 * Copyright 1998-2000 Lionel Ulmer
 * Copyright 2000-2001 TransGaming Technologies Inc.
 * Copyright 2002-2005 Jason Edmeades
 * Copyright 2002-2003 Raphael Junqueira
 * Copyright 2004 Christian Costa
 * Copyright 2005 Oliver Stieber
 * Copyright 2006-2008 Stefan Dösinger
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"

#include <assert.h>
#include <stdio.h>

/* Use the d3d_surface debug channel to have one channel for all surfaces */
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);

void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
{
    TRACE("(%p) : Cleaning up.\n", This);

    if (This->Flags & SFLAG_DIBSECTION)
    {
        /* Release the DC. */
        SelectObject(This->hDC, This->dib.holdbitmap);
        DeleteDC(This->hDC);
        /* Release the DIB section. */
        DeleteObject(This->dib.DIBsection);
        This->dib.bitmap_data = NULL;
        This->resource.allocatedMemory = NULL;
    }

    if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
    if (This->overlay_dest) list_remove(&This->overlay_entry);

    HeapFree(GetProcessHeap(), 0, This->palette9);

    resource_cleanup((IWineD3DResource *)This);
}

/*****************************************************************************
 * IWineD3DSurface::Release, GDI version
 *
 * In general a normal COM Release method, but the GDI version doesn't have
 * to destroy all the GL things.
 *
 *****************************************************************************/
static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
    ULONG ref = InterlockedDecrement(&This->resource.ref);
    TRACE("(%p) : Releasing from %d\n", This, ref + 1);

    if (!ref)
    {
        surface_gdi_cleanup(This);

        TRACE("(%p) Released.\n", This);
        HeapFree(GetProcessHeap(), 0, This);
    }

    return ref;
}

/*****************************************************************************
 * IWineD3DSurface::PreLoad, GDI version
 *
 * This call is unsupported on GDI surfaces, if it's called something went
 * wrong in the parent library. Write an informative warning
 *
 *****************************************************************************/
static void WINAPI
IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
{
    ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
    ERR("(%p): Most likely the parent library did something wrong.\n", iface);
    ERR("(%p): Please report to wine-devel\n", iface);
}

/*****************************************************************************
 * IWineD3DSurface::UnLoad, GDI version
 *
 * This call is unsupported on GDI surfaces, if it's called something went
 * wrong in the parent library. Write an informative warning.
 *
 *****************************************************************************/
static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
{
    ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
    ERR("(%p): Most likely the parent library did something wrong.\n", iface);
    ERR("(%p): Please report to wine-devel\n", iface);
}

/*****************************************************************************
 * IWineD3DSurface::LockRect, GDI version
 *
 * Locks the surface and returns a pointer to the surface memory
 *
 * Params:
 *  pLockedRect: Address to return the locking info at
 *  pRect: Rectangle to lock
 *  Flags: Some flags
 *
 * Returns:
 *  WINED3D_OK on success
 *  WINED3DERR_INVALIDCALL on errors
 *
 *****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
                             WINED3DLOCKED_RECT* pLockedRect,
                             CONST RECT* pRect,
                             DWORD Flags)
{
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;

    /* Already locked? */
    if(This->Flags & SFLAG_LOCKED)
    {
        WARN("(%p) Surface already locked\n", This);
        /* What should I return here? */
        return WINED3DERR_INVALIDCALL;
    }
    This->Flags |= SFLAG_LOCKED;

    if(!This->resource.allocatedMemory) {
        /* This happens on gdi surfaces if the application set a user pointer and resets it.
         * Recreate the DIB section
         */
        IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
        This->resource.allocatedMemory = This->dib.bitmap_data;
    }

    return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
}

/*****************************************************************************
 * IWineD3DSurface::UnlockRect, GDI version
 *
 * Unlocks a surface. This implementation doesn't do much, except updating
 * the window if the front buffer is unlocked
 *
 * Returns:
 *  WINED3D_OK on success
 *  WINED3DERR_INVALIDCALL on failure
 *
 *****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
{
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
    IWineD3DSwapChainImpl *swapchain = NULL;
    TRACE("(%p)\n", This);

    if (!(This->Flags & SFLAG_LOCKED))
    {
        WARN("trying to Unlock an unlocked surf@%p\n", This);
        return WINEDDERR_NOTLOCKED;
    }

    /* Can be useful for debugging */
#if 0
        {
            static unsigned int gen = 0;
            char buffer[4096];
            ++gen;
            if ((gen % 10) == 0) {
                snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
                IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
            }
            /*
             * debugging crash code
            if (gen == 250) {
              void** test = NULL;
              *test = 0;
            }
            */
        }
#endif

    /* Tell the swapchain to update the screen */
    if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
    {
        x11_copy_to_screen(swapchain, &This->lockedRect);
        IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
    }

    This->Flags &= ~SFLAG_LOCKED;
    memset(&This->lockedRect, 0, sizeof(RECT));
    return WINED3D_OK;
}

/*****************************************************************************
 * IWineD3DSurface::Flip, GDI version
 *
 * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
 * the parent library. This implementation changes the data pointers of the
 * surfaces and copies the new front buffer content to the screen
 *
 * Params:
 *  override: Flipping target(e.g. back buffer)
 *
 * Returns:
 *  WINED3D_OK on success
 *
 *****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
                         IWineD3DSurface *override,
                         DWORD Flags)
{
    IWineD3DSwapChainImpl *swapchain = NULL;
    HRESULT hr;

    if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
    {
        ERR("Flipped surface is not on a swapchain\n");
        return WINEDDERR_NOTFLIPPABLE;
    }

    hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
    IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
    return hr;
}

/*****************************************************************************
 * IWineD3DSurface::LoadTexture, GDI version
 *
 * This is mutually unsupported by GDI surfaces
 *
 * Returns:
 *  D3DERR_INVALIDCALL
 *
 *****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
{
    ERR("Unsupported on X11 surfaces\n");
    return WINED3DERR_INVALIDCALL;
}

/*****************************************************************************
 * IWineD3DSurface::SaveSnapshot, GDI version
 *
 * This method writes the surface's contents to the in tga format to the
 * file specified in filename.
 *
 * Params:
 *  filename: File to write to
 *
 * Returns:
 *  WINED3DERR_INVALIDCALL if the file couldn't be opened
 *  WINED3D_OK on success
 *
 *****************************************************************************/
static int get_shift(DWORD color_mask) {
    int shift = 0;
    while (color_mask > 0xFF) {
        color_mask >>= 1;
        shift += 1;
    }
    while ((color_mask & 0x80) == 0) {
        color_mask <<= 1;
        shift -= 1;
    }
    return shift;
}


static HRESULT WINAPI
IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
const char* filename)
{
    FILE* f = NULL;
    UINT y = 0, x = 0;
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
    static char *output = NULL;
    static UINT size = 0;
    const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;

    if (This->pow2Width > size) {
        output = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->pow2Width * 3);
        size = This->pow2Width;
    }


    f = fopen(filename, "w+");
    if (NULL == f) {
        ERR("opening of %s failed with\n", filename);
        return WINED3DERR_INVALIDCALL;
    }
    fprintf(f, "P6\n%d %d\n255\n", This->pow2Width, This->pow2Height);

    if (This->resource.format_desc->format == WINED3DFMT_P8)
    {
        unsigned char table[256][3];
        int i;

        if (This->palette == NULL) {
            fclose(f);
            return WINED3DERR_INVALIDCALL;
        }
        for (i = 0; i < 256; i++) {
            table[i][0] = This->palette->palents[i].peRed;
            table[i][1] = This->palette->palents[i].peGreen;
            table[i][2] = This->palette->palents[i].peBlue;
        }
        for (y = 0; y < This->pow2Height; y++) {
            unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
            for (x = 0; x < This->pow2Width; x++) {
                unsigned char color = *src;
                src += 1;

                output[3 * x + 0] = table[color][0];
                output[3 * x + 1] = table[color][1];
                output[3 * x + 2] = table[color][2];
            }
            fwrite(output, 3 * This->pow2Width, 1, f);
        }
    } else {
        int red_shift, green_shift, blue_shift, pix_width, alpha_shift;

        pix_width = format_desc->byte_count;

        red_shift = get_shift(format_desc->red_mask);
        green_shift = get_shift(format_desc->green_mask);
        blue_shift = get_shift(format_desc->blue_mask);
        alpha_shift = get_shift(format_desc->alpha_mask);

        for (y = 0; y < This->pow2Height; y++) {
            const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
            for (x = 0; x < This->pow2Width; x++) {
                unsigned int color;
                unsigned int comp;
                int i;

                color = 0;
                for (i = 0; i < pix_width; i++) {
                    color |= src[i] << (8 * i);
                }
                src += 1 * pix_width;

                comp = color & format_desc->red_mask;
                output[3 * x + 0] = red_shift > 0 ? comp >> red_shift : comp << -red_shift;
                comp = color & format_desc->green_mask;
                output[3 * x + 1] = green_shift > 0 ? comp >> green_shift : comp << -green_shift;
                comp = color & format_desc->alpha_mask;
                output[3 * x + 2] = alpha_shift > 0 ? comp >> alpha_shift : comp << -alpha_shift;
            }
            fwrite(output, 3 * This->pow2Width, 1, f);
        }
    }
    fclose(f);
    return WINED3D_OK;
}

static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
    WINED3DLOCKED_RECT lock;
    HRESULT hr;
    RGBQUAD col[256];

    TRACE("(%p)->(%p)\n",This,pHDC);

    if(This->Flags & SFLAG_USERPTR) {
        ERR("Not supported on surfaces with an application-provided surfaces\n");
        return WINEDDERR_NODC;
    }

    /* Give more detailed info for ddraw */
    if (This->Flags & SFLAG_DCINUSE)
        return WINEDDERR_DCALREADYCREATED;

    /* Can't GetDC if the surface is locked */
    if (This->Flags & SFLAG_LOCKED)
        return WINED3DERR_INVALIDCALL;

    memset(&lock, 0, sizeof(lock)); /* To be sure */

    /* Should have a DIB section already */

    /* Lock the surface */
    hr = IWineD3DSurface_LockRect(iface,
                                  &lock,
                                  NULL,
                                  0);
    if(FAILED(hr)) {
        ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
        /* keep the dib section */
        return hr;
    }

    if (This->resource.format_desc->format == WINED3DFMT_P8
            || This->resource.format_desc->format == WINED3DFMT_A8P8)
    {
        unsigned int n;
        const PALETTEENTRY *pal = NULL;

        if(This->palette) {
            pal = This->palette->palents;
        } else {
            IWineD3DSurfaceImpl *dds_primary;
            IWineD3DSwapChainImpl *swapchain;
            swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
            dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
            if (dds_primary && dds_primary->palette)
                pal = dds_primary->palette->palents;
        }

        if (pal) {
            for (n=0; n<256; n++) {
                col[n].rgbRed   = pal[n].peRed;
                col[n].rgbGreen = pal[n].peGreen;
                col[n].rgbBlue  = pal[n].peBlue;
                col[n].rgbReserved = 0;
            }
            SetDIBColorTable(This->hDC, 0, 256, col);
        }
    }

    *pHDC = This->hDC;
    TRACE("returning %p\n",*pHDC);
    This->Flags |= SFLAG_DCINUSE;

    return WINED3D_OK;
}

static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;

    TRACE("(%p)->(%p)\n",This,hDC);

    if (!(This->Flags & SFLAG_DCINUSE))
        return WINEDDERR_NODC;

    if (This->hDC !=hDC) {
        WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
        return WINEDDERR_NODC;
    }

    /* we locked first, so unlock now */
    IWineD3DSurface_UnlockRect(iface);

    This->Flags &= ~SFLAG_DCINUSE;

    return WINED3D_OK;
}

static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
    RGBQUAD col[256];
    IWineD3DPaletteImpl *pal = This->palette;
    unsigned int n;
    IWineD3DSwapChainImpl *swapchain;
    TRACE("(%p)\n", This);

    if (!pal) return WINED3D_OK;

    if(This->Flags & SFLAG_DIBSECTION) {
        TRACE("(%p): Updating the hdc's palette\n", This);
        for (n=0; n<256; n++) {
            col[n].rgbRed   = pal->palents[n].peRed;
            col[n].rgbGreen = pal->palents[n].peGreen;
            col[n].rgbBlue  = pal->palents[n].peBlue;
            col[n].rgbReserved = 0;
        }
        SetDIBColorTable(This->hDC, 0, 256, col);
    }

    /* Update the image because of the palette change. Some games like e.g Red Alert
       call SetEntries a lot to implement fading. */
    /* Tell the swapchain to update the screen */
    if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
    {
        x11_copy_to_screen(swapchain, NULL);
        IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
    }

    return WINED3D_OK;
}

/*****************************************************************************
 * IWineD3DSurface::PrivateSetup, GDI version
 *
 * Initializes the GDI surface, aka creates the DIB section we render to
 * The DIB section creation is done by calling GetDC, which will create the
 * section and releasing the dc to allow the app to use it. The dib section
 * will stay until the surface is released
 *
 * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
 * are set to the real sizes to save memory. The NONPOW2 flag is unset to
 * avoid confusion in the shared surface code.
 *
 * Returns:
 *  WINED3D_OK on success
 *  The return values of called methods on failure
 *
 *****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
{
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;

    if(This->resource.usage & WINED3DUSAGE_OVERLAY)
    {
        ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
        return WINED3DERR_INVALIDCALL;
    }
    /* Sysmem textures have memory already allocated -
     * release it, this avoids an unnecessary memcpy
     */
    HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
    This->resource.allocatedMemory = NULL;
    This->resource.heapMemory = NULL;

    /* We don't mind the nonpow2 stuff in GDI */
    This->pow2Width = This->currentDesc.Width;
    This->pow2Height = This->currentDesc.Height;

    IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
    This->resource.allocatedMemory = This->dib.bitmap_data;

    return WINED3D_OK;
}

static void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
    FIXME("(%p) : Should not be called on a GDI surface\n", This);
    *glDescription = NULL;
}

static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
    IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;

    /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
    if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
        ERR("Not supported on render targets\n");
        return WINED3DERR_INVALIDCALL;
    }

    if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
        WARN("Surface is locked or the HDC is in use\n");
        return WINED3DERR_INVALIDCALL;
    }

    if(Mem && Mem != This->resource.allocatedMemory) {
        void *release = NULL;

        /* Do I have to copy the old surface content? */
        if(This->Flags & SFLAG_DIBSECTION) {
                /* Release the DC. No need to hold the critical section for the update
            * Thread because this thread runs only on front buffers, but this method
            * fails for render targets in the check above.
                */
            SelectObject(This->hDC, This->dib.holdbitmap);
            DeleteDC(This->hDC);
            /* Release the DIB section */
            DeleteObject(This->dib.DIBsection);
            This->dib.bitmap_data = NULL;
            This->resource.allocatedMemory = NULL;
            This->hDC = NULL;
            This->Flags &= ~SFLAG_DIBSECTION;
        } else if(!(This->Flags & SFLAG_USERPTR)) {
            release = This->resource.allocatedMemory;
        }
        This->resource.allocatedMemory = Mem;
        This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;

        /* Now free the old memory if any */
        HeapFree(GetProcessHeap(), 0, release);
    } else if(This->Flags & SFLAG_USERPTR) {
        /* LockRect and GetDC will re-create the dib section and allocated memory */
        This->resource.allocatedMemory = NULL;
        This->Flags &= ~SFLAG_USERPTR;
    }
    return WINED3D_OK;
}

/***************************
 *
 ***************************/
static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
    TRACE("(%p)->(%s, %s)\n", iface,
          flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
          persistent ? "TRUE" : "FALSE");
    /* GDI surfaces can be in system memory only */
    if(flag != SFLAG_INSYSMEM) {
        ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
    }
}

static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
    if(flag != SFLAG_INSYSMEM) {
        ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
    } else {
        TRACE("Surface requested in surface memory\n");
    }
    return WINED3D_OK;
}

static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
    return SURFACE_GDI;
}

static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
    FIXME("GDI surfaces can't draw overlays yet\n");
    return E_FAIL;
}

/* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
 * only IWineD3DBaseSurface and IWineGDISurface ones.
 */
const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
{
    /* IUnknown */
    IWineD3DBaseSurfaceImpl_QueryInterface,
    IWineD3DBaseSurfaceImpl_AddRef,
    IWineGDISurfaceImpl_Release,
    /* IWineD3DResource */
    IWineD3DBaseSurfaceImpl_GetParent,
    IWineD3DBaseSurfaceImpl_GetDevice,
    IWineD3DBaseSurfaceImpl_SetPrivateData,
    IWineD3DBaseSurfaceImpl_GetPrivateData,
    IWineD3DBaseSurfaceImpl_FreePrivateData,
    IWineD3DBaseSurfaceImpl_SetPriority,
    IWineD3DBaseSurfaceImpl_GetPriority,
    IWineGDISurfaceImpl_PreLoad,
    IWineGDISurfaceImpl_UnLoad,
    IWineD3DBaseSurfaceImpl_GetType,
    /* IWineD3DSurface */
    IWineD3DBaseSurfaceImpl_GetContainer,
    IWineD3DBaseSurfaceImpl_GetDesc,
    IWineGDISurfaceImpl_LockRect,
    IWineGDISurfaceImpl_UnlockRect,
    IWineGDISurfaceImpl_GetDC,
    IWineGDISurfaceImpl_ReleaseDC,
    IWineGDISurfaceImpl_Flip,
    IWineD3DBaseSurfaceImpl_Blt,
    IWineD3DBaseSurfaceImpl_GetBltStatus,
    IWineD3DBaseSurfaceImpl_GetFlipStatus,
    IWineD3DBaseSurfaceImpl_IsLost,
    IWineD3DBaseSurfaceImpl_Restore,
    IWineD3DBaseSurfaceImpl_BltFast,
    IWineD3DBaseSurfaceImpl_GetPalette,
    IWineD3DBaseSurfaceImpl_SetPalette,
    IWineGDISurfaceImpl_RealizePalette,
    IWineD3DBaseSurfaceImpl_SetColorKey,
    IWineD3DBaseSurfaceImpl_GetPitch,
    IWineGDISurfaceImpl_SetMem,
    IWineD3DBaseSurfaceImpl_SetOverlayPosition,
    IWineD3DBaseSurfaceImpl_GetOverlayPosition,
    IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
    IWineD3DBaseSurfaceImpl_UpdateOverlay,
    IWineD3DBaseSurfaceImpl_SetClipper,
    IWineD3DBaseSurfaceImpl_GetClipper,
    /* Internal use: */
    IWineGDISurfaceImpl_LoadTexture,
    IWineD3DBaseSurfaceImpl_BindTexture,
    IWineGDISurfaceImpl_SaveSnapshot,
    IWineD3DBaseSurfaceImpl_SetContainer,
    IWineGDISurfaceImpl_GetGlDesc,
    IWineD3DBaseSurfaceImpl_GetData,
    IWineD3DBaseSurfaceImpl_SetFormat,
    IWineGDISurfaceImpl_PrivateSetup,
    IWineGDISurfaceImpl_ModifyLocation,
    IWineGDISurfaceImpl_LoadLocation,
    IWineGDISurfaceImpl_GetImplType,
    IWineGDISurfaceImpl_DrawOverlay
};