blob: 02467829e83e752bb9bd1f0f4dea24ef83be5531 [file] [log] [blame]
/*
* 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 <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->texture_target, This->texture_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)))
{
if(iface == swapchain->frontBuffer)
{
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)))
{
if(iface == swapchain->frontBuffer)
{
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 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,
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,
IWineGDISurfaceImpl_PrivateSetup,
IWineGDISurfaceImpl_ModifyLocation,
IWineGDISurfaceImpl_LoadLocation,
IWineGDISurfaceImpl_GetImplType,
IWineGDISurfaceImpl_DrawOverlay
};