wined3d: Define D3D usage flags in wined3d_types.h.
diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index 6188482..68c0211 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -187,7 +187,7 @@
 HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
 
-  if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
+  if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
       TRACE("(%p) : returning invalid call\n", This);
       return D3DERR_INVALIDCALL;
   }
@@ -199,7 +199,7 @@
 D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
   FIXME("(%p) : stub\n", This);
-  if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
+  if (!(This->baseTexture.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
      return D3DTEXF_NONE;
   }
   return This->baseTexture.filterType;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 7134891..8f1ebe3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -113,7 +113,7 @@
 
 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
     _basetexture.levels     = Levels; \
-    _basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
+    _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
     _basetexture.LOD        = 0; \
     _basetexture.dirty      = TRUE; \
 }
@@ -785,13 +785,13 @@
         if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
                                     this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
     case D3DPOOL_MANAGED:
-        if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
-                                             Usage of DYNAMIC which are mutually exclusive, not doing \
-                                             anything just telling you.\n");
+        if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
+                                                Usage of DYNAMIC which are mutually exclusive, not doing \
+                                                anything just telling you.\n");
     break;
     case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
-        if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
-           && !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
+        if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
+           && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
             FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
     break;
     default:
@@ -799,7 +799,7 @@
     break;
     };
 
-    if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
+    if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
         FIXME("Trying to create a render target that isn't in the default pool\n");
     }
 
@@ -5836,7 +5836,7 @@
 
     /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
     if (D3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
-        if (D3DUSAGE_RENDERTARGET & surface->resource.usage) {
+        if (WINED3DUSAGE_RENDERTARGET & surface->resource.usage) {
             /* TODO: make sure we set everything back to the way it was, and context management!
                 glGetIntegerv(GL_READ_BUFFER, &prev_read);
                 vcheckGLcall("glIntegerv");
@@ -5850,7 +5850,7 @@
                 glDrawBuffer(GL_BACK);
             }
         } else {
-            if (D3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
+            if (WINED3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
                 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
             } else {
                 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
@@ -5977,8 +5977,8 @@
         return D3DERR_INVALIDCALL;
     }
     /* TODO: replace Impl* usage with interface usage */
-    if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & D3DUSAGE_RENDERTARGET) {
-        FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
+    if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
+        FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
         return D3DERR_INVALIDCALL;
     }
     /** TODO: check that the depth stencil format matches the render target, this is only done in debug
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 362f5b9..cb1ab99 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -285,7 +285,7 @@
         /*return D3DERR_INVALIDCALL; */
     }
 
-    if (This->resource.usage & D3DUSAGE_RENDERTARGET) {
+    if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
         IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
 
         if (swapchain != NULL ||  iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
@@ -317,7 +317,7 @@
              This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */
         pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 4;
     else {
-        if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & D3DUSAGE_RENDERTARGET) {
+        if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
             /* Front and back buffers are always lockes/unlocked on currentDesc.Width */
             pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width;  /* Bytes / row */
         } else {
@@ -350,7 +350,7 @@
         TRACE("Locking non-power 2 texture\n");
     }
 
-    if (0 == This->resource.usage || This->resource.usage & D3DUSAGE_DYNAMIC) {
+    if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) {
         /* classic surface  TODO: non 2d surfaces?
         These resources may be POOL_SYSTEMMEM, so they must not access the device */
         TRACE("locking an ordinarary surface\n");
@@ -469,7 +469,7 @@
             }
         }
 
-    } else if (D3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
+    } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
 
         GLint  prev_store;
         GLint  prev_read;
@@ -611,7 +611,7 @@
         }
         LEAVE_GL();
 
-    } else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
+    } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
 
         if (!messages & 1) {
             FIXME("TODO stencil depth surface locking surf%p usage(%lu)\n", This, This->resource.usage);
@@ -669,7 +669,7 @@
         return D3DERR_INVALIDCALL;
     }
 
-    if (D3DUSAGE_RENDERTARGET & This->resource.usage) {
+    if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) {
         IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
 
         if ((swapchain != NULL) &&  iface ==  swapchain->backBuffer) {
@@ -699,7 +699,7 @@
          * nothing to do
          * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
          */
-    } else if (D3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
+    } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
 
         /****************************
         * TODO: Render targets are 'special' and
@@ -897,7 +897,7 @@
         }
         IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain);
 
-    } else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
+    } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
 
         if (iface == myDevice->depthStencilBuffer) {
             FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->resource.usage);
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index af2ede2..273342d 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -112,17 +112,17 @@
 
 const char* debug_d3dusage(DWORD usage) {
   switch (usage) {
-#define D3DUSAGE_TO_STR(u) case u: return #u
-    D3DUSAGE_TO_STR(D3DUSAGE_RENDERTARGET);
-    D3DUSAGE_TO_STR(D3DUSAGE_DEPTHSTENCIL);
-    D3DUSAGE_TO_STR(D3DUSAGE_WRITEONLY);
-    D3DUSAGE_TO_STR(D3DUSAGE_SOFTWAREPROCESSING);
-    D3DUSAGE_TO_STR(D3DUSAGE_DONOTCLIP);
-    D3DUSAGE_TO_STR(D3DUSAGE_POINTS);
-    D3DUSAGE_TO_STR(D3DUSAGE_RTPATCHES);
-    D3DUSAGE_TO_STR(D3DUSAGE_NPATCHES);
-    D3DUSAGE_TO_STR(D3DUSAGE_DYNAMIC);
-#undef D3DUSAGE_TO_STR
+#define WINED3DUSAGE_TO_STR(u) case u: return #u
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
+    WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
+#undef WINED3DUSAGE_TO_STR
   case 0: return "none";
   default:
     FIXME("Unrecognized %lu Usage!\n", usage);
diff --git a/include/wine/wined3d_types.h b/include/wine/wined3d_types.h
index ffc00f9..75a9ee1 100644
--- a/include/wine/wined3d_types.h
+++ b/include/wine/wined3d_types.h
@@ -772,6 +772,18 @@
       WINED3DSHADERDECLUSAGE_MAX_USAGE
 } WINED3DSHADERDECLUSAGE;
 
+#define WINED3DUSAGE_RENDERTARGET                     0x00000001L
+#define WINED3DUSAGE_DEPTHSTENCIL                     0x00000002L
+#define WINED3DUSAGE_WRITEONLY                        0x00000008L
+#define WINED3DUSAGE_SOFTWAREPROCESSING               0x00000010L
+#define WINED3DUSAGE_DONOTCLIP                        0x00000020L
+#define WINED3DUSAGE_POINTS                           0x00000040L
+#define WINED3DUSAGE_RTPATCHES                        0x00000080L
+#define WINED3DUSAGE_NPATCHES                         0x00000100L
+#define WINED3DUSAGE_DYNAMIC                          0x00000200L
+#define WINED3DUSAGE_AUTOGENMIPMAP                    0x00000400L 
+#define WINED3DUSAGE_DMAP                             0x00004000L
+
 #define WINED3DPRASTERCAPS_DITHER                     0x00000001L
 #define WINED3DPRASTERCAPS_ROP2                       0x00000002L
 #define WINED3DPRASTERCAPS_XOR                        0x00000004L