[0.4.13] Avoid regressions CORE-14955 "Ddraw fullscreen crashes", CORE-15652
[reactos.git] / dll / directx / wine / wined3d / wined3d.spec
index 449d987..3022e20 100644 (file)
@@ -40,7 +40,7 @@
 @ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr long ptr float long)
 @ cdecl wined3d_device_clear_unordered_access_view_uint(ptr ptr ptr)
 @ cdecl wined3d_device_copy_resource(ptr ptr ptr)
-@ cdecl wined3d_device_copy_sub_resource_region(ptr ptr long long long long ptr long ptr long)
+@ cdecl wined3d_device_copy_sub_resource_region(ptr ptr long long long long ptr long ptr)
 @ cdecl wined3d_device_copy_uav_counter(ptr ptr long ptr)
 @ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
 @ cdecl wined3d_device_decref(ptr)
@@ -86,7 +86,6 @@
 @ cdecl wined3d_device_get_light(ptr long ptr)
 @ cdecl wined3d_device_get_light_enable(ptr long ptr)
 @ cdecl wined3d_device_get_material(ptr ptr)
-@ cdecl wined3d_device_get_max_frame_latency(ptr)
 @ cdecl wined3d_device_get_npatch_mode(ptr)
 @ cdecl wined3d_device_get_pixel_shader(ptr)
 @ cdecl wined3d_device_get_predication(ptr ptr)
 @ cdecl wined3d_device_get_render_state(ptr long)
 @ cdecl wined3d_device_get_rendertarget_view(ptr long)
 @ cdecl wined3d_device_get_sampler_state(ptr long long)
-@ cdecl wined3d_device_get_scissor_rects(ptr ptr ptr)
+@ cdecl wined3d_device_get_scissor_rect(ptr ptr)
 @ cdecl wined3d_device_get_software_vertex_processing(ptr)
 @ cdecl wined3d_device_get_stream_output(ptr long ptr)
 @ cdecl wined3d_device_get_stream_source(ptr long ptr ptr ptr)
 @ cdecl wined3d_device_get_unordered_access_view(ptr long)
 @ cdecl wined3d_device_get_vertex_declaration(ptr)
 @ cdecl wined3d_device_get_vertex_shader(ptr)
-@ cdecl wined3d_device_get_viewports(ptr ptr ptr)
+@ cdecl wined3d_device_get_viewport(ptr ptr)
 @ cdecl wined3d_device_get_vs_cb(ptr long)
 @ cdecl wined3d_device_get_vs_consts_b(ptr long long ptr)
 @ cdecl wined3d_device_get_vs_consts_f(ptr long long ptr)
 @ cdecl wined3d_device_set_light(ptr long ptr)
 @ cdecl wined3d_device_set_light_enable(ptr long long)
 @ cdecl wined3d_device_set_material(ptr ptr)
-@ cdecl wined3d_device_set_max_frame_latency(ptr long)
 @ cdecl wined3d_device_set_multithreaded(ptr)
 @ cdecl wined3d_device_set_npatch_mode(ptr float)
 @ cdecl wined3d_device_set_pixel_shader(ptr ptr)
 @ cdecl wined3d_device_set_render_state(ptr long long)
 @ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
 @ cdecl wined3d_device_set_sampler_state(ptr long long long)
-@ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
+@ cdecl wined3d_device_set_scissor_rect(ptr ptr)
 @ cdecl wined3d_device_set_software_vertex_processing(ptr long)
 @ cdecl wined3d_device_set_stream_output(ptr long ptr long)
 @ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
 @ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
 @ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
 @ cdecl wined3d_device_set_vertex_shader(ptr ptr)
-@ cdecl wined3d_device_set_viewports(ptr long ptr)
+@ cdecl wined3d_device_set_viewport(ptr ptr)
 @ cdecl wined3d_device_set_vs_cb(ptr long ptr)
 @ cdecl wined3d_device_set_vs_consts_b(ptr long long ptr)
 @ cdecl wined3d_device_set_vs_consts_f(ptr long long ptr)
 @ cdecl wined3d_device_show_cursor(ptr long)
 @ cdecl wined3d_device_uninit_3d(ptr)
 @ cdecl wined3d_device_uninit_gdi(ptr)
-@ cdecl wined3d_device_update_sub_resource(ptr ptr long ptr ptr long long long)
+@ cdecl wined3d_device_update_sub_resource(ptr ptr long ptr ptr long long)
 @ cdecl wined3d_device_update_texture(ptr ptr ptr)
 @ cdecl wined3d_device_validate_device(ptr ptr)
 
 @ cdecl wined3d_stateblock_decref(ptr)
 @ cdecl wined3d_stateblock_incref(ptr)
 
+@ cdecl wined3d_strictdrawing_set(long)
+
 @ cdecl wined3d_swapchain_create(ptr ptr ptr ptr ptr)
 @ cdecl wined3d_swapchain_decref(ptr)
 @ cdecl wined3d_swapchain_get_back_buffer(ptr long)