[D3D8][D3D9][DDRAW][WINED3D]
[reactos.git] / reactos / dll / directx / wine / wined3d / wined3d.spec
index bdfe017..615a85d 100644 (file)
@@ -1,6 +1,7 @@
 @ stdcall wined3d_mutex_lock()
 @ stdcall wined3d_mutex_unlock()
 
+@ cdecl wined3d_calculate_format_pitch(ptr long long long)
 @ cdecl wined3d_check_depth_stencil_match(ptr long long long long long)
 @ cdecl wined3d_check_device_format(ptr long long long long long long)
 @ cdecl wined3d_check_device_format_conversion(ptr long long long long)
 @ cdecl wined3d_buffer_create_vb(ptr long long long ptr ptr ptr)
 @ cdecl wined3d_buffer_decref(ptr)
 @ cdecl wined3d_buffer_get_parent(ptr)
-@ cdecl wined3d_buffer_get_priority(ptr)
 @ cdecl wined3d_buffer_get_resource(ptr)
 @ cdecl wined3d_buffer_incref(ptr)
 @ cdecl wined3d_buffer_map(ptr long long ptr long)
 @ cdecl wined3d_buffer_preload(ptr)
-@ cdecl wined3d_buffer_set_priority(ptr long)
 @ cdecl wined3d_buffer_unmap(ptr)
 
 @ cdecl wined3d_device_acquire_focus_window(ptr ptr)
 @ cdecl wined3d_device_begin_scene(ptr)
 @ cdecl wined3d_device_begin_stateblock(ptr)
 @ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
-@ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr)
-@ cdecl wined3d_device_color_fill(ptr ptr ptr ptr)
+@ cdecl wined3d_device_clear_rendertarget_view(ptr ptr ptr ptr)
+@ cdecl wined3d_device_copy_resource(ptr ptr ptr)
 @ cdecl wined3d_device_create(ptr long long ptr long long ptr ptr)
 @ cdecl wined3d_device_decref(ptr)
 @ cdecl wined3d_device_draw_indexed_primitive(ptr long long)
 @ cdecl wined3d_device_get_clip_plane(ptr long ptr)
 @ cdecl wined3d_device_get_clip_status(ptr ptr)
 @ cdecl wined3d_device_get_creation_parameters(ptr ptr)
-@ cdecl wined3d_device_get_depth_stencil(ptr)
+@ cdecl wined3d_device_get_depth_stencil_view(ptr)
 @ cdecl wined3d_device_get_device_caps(ptr ptr)
 @ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
 @ cdecl wined3d_device_get_front_buffer_data(ptr long ptr)
 @ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
 @ cdecl wined3d_device_get_geometry_shader(ptr)
 @ cdecl wined3d_device_get_gs_cb(ptr long)
+@ cdecl wined3d_device_get_gs_resource_view(ptr long)
 @ cdecl wined3d_device_get_gs_sampler(ptr long)
 @ cdecl wined3d_device_get_index_buffer(ptr ptr)
 @ cdecl wined3d_device_get_light(ptr long ptr)
 @ cdecl wined3d_device_get_material(ptr 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_primitive_type(ptr ptr)
 @ cdecl wined3d_device_get_ps_cb(ptr long)
 @ cdecl wined3d_device_get_ps_consts_b(ptr long ptr long)
 @ cdecl wined3d_device_get_ps_consts_f(ptr long ptr long)
 @ cdecl wined3d_device_get_ps_consts_i(ptr long ptr long)
+@ cdecl wined3d_device_get_ps_resource_view(ptr long)
 @ cdecl wined3d_device_get_ps_sampler(ptr long)
 @ cdecl wined3d_device_get_raster_status(ptr long ptr)
 @ cdecl wined3d_device_get_render_state(ptr long)
-@ cdecl wined3d_device_get_render_target(ptr long)
+@ cdecl wined3d_device_get_rendertarget_view(ptr long)
 @ cdecl wined3d_device_get_sampler_state(ptr long long)
 @ cdecl wined3d_device_get_scissor_rect(ptr ptr)
 @ cdecl wined3d_device_get_software_vertex_processing(ptr)
@@ -95,6 +97,7 @@
 @ cdecl wined3d_device_get_vs_consts_b(ptr long ptr long)
 @ cdecl wined3d_device_get_vs_consts_f(ptr long ptr long)
 @ cdecl wined3d_device_get_vs_consts_i(ptr long ptr long)
+@ cdecl wined3d_device_get_vs_resource_view(ptr long)
 @ cdecl wined3d_device_get_vs_sampler(ptr long)
 @ cdecl wined3d_device_incref(ptr)
 @ cdecl wined3d_device_init_3d(ptr ptr)
 @ cdecl wined3d_device_set_clip_status(ptr ptr)
 @ cdecl wined3d_device_set_cursor_position(ptr long long long)
 @ cdecl wined3d_device_set_cursor_properties(ptr long long ptr)
-@ cdecl wined3d_device_set_depth_stencil(ptr ptr)
+@ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
 @ cdecl wined3d_device_set_dialog_box_mode(ptr long)
 @ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
 @ cdecl wined3d_device_set_geometry_shader(ptr ptr)
 @ cdecl wined3d_device_set_gs_cb(ptr long ptr)
+@ cdecl wined3d_device_set_gs_resource_view(ptr long ptr)
 @ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
 @ cdecl wined3d_device_set_index_buffer(ptr ptr long)
 @ cdecl wined3d_device_set_light(ptr long ptr)
 @ 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_predication(ptr ptr long)
 @ cdecl wined3d_device_set_primitive_type(ptr long)
 @ cdecl wined3d_device_set_ps_cb(ptr long ptr)
 @ cdecl wined3d_device_set_ps_consts_b(ptr long ptr long)
 @ cdecl wined3d_device_set_ps_consts_f(ptr long ptr long)
 @ cdecl wined3d_device_set_ps_consts_i(ptr long ptr long)
+@ cdecl wined3d_device_set_ps_resource_view(ptr long ptr)
 @ cdecl wined3d_device_set_ps_sampler(ptr long ptr)
 @ cdecl wined3d_device_set_render_state(ptr long long)
-@ cdecl wined3d_device_set_render_target(ptr long ptr 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_rect(ptr ptr)
 @ cdecl wined3d_device_set_software_vertex_processing(ptr long)
 @ cdecl wined3d_device_set_vs_consts_b(ptr long ptr long)
 @ cdecl wined3d_device_set_vs_consts_f(ptr long ptr long)
 @ cdecl wined3d_device_set_vs_consts_i(ptr long ptr long)
+@ cdecl wined3d_device_set_vs_resource_view(ptr long ptr)
 @ cdecl wined3d_device_set_vs_sampler(ptr long ptr)
 @ cdecl wined3d_device_setup_fullscreen_window(ptr ptr long long)
 @ cdecl wined3d_device_show_cursor(ptr long)
 @ cdecl wined3d_palette_create(ptr long long ptr ptr)
 @ cdecl wined3d_palette_decref(ptr)
 @ cdecl wined3d_palette_get_entries(ptr long long long ptr)
+@ cdecl wined3d_palette_apply_to_dc(ptr ptr)
 @ cdecl wined3d_palette_incref(ptr)
 @ cdecl wined3d_palette_set_entries(ptr long long long ptr)
 
-@ cdecl wined3d_query_create(ptr long ptr)
+@ cdecl wined3d_query_create(ptr long ptr ptr)
 @ cdecl wined3d_query_decref(ptr)
 @ cdecl wined3d_query_get_data(ptr ptr long long)
 @ cdecl wined3d_query_get_data_size(ptr)
+@ cdecl wined3d_query_get_parent(ptr)
 @ cdecl wined3d_query_get_type(ptr)
 @ cdecl wined3d_query_incref(ptr)
 @ cdecl wined3d_query_issue(ptr long)
 
 @ cdecl wined3d_resource_get_desc(ptr ptr)
 @ cdecl wined3d_resource_get_parent(ptr)
+@ cdecl wined3d_resource_get_priority(ptr)
 @ cdecl wined3d_resource_set_parent(ptr ptr)
+@ cdecl wined3d_resource_set_priority(ptr long)
 
-@ cdecl wined3d_rendertarget_view_create(ptr ptr ptr)
+@ cdecl wined3d_rendertarget_view_create(ptr ptr ptr ptr ptr)
+@ cdecl wined3d_rendertarget_view_create_from_surface(ptr ptr ptr ptr)
 @ cdecl wined3d_rendertarget_view_decref(ptr)
 @ cdecl wined3d_rendertarget_view_get_parent(ptr)
 @ cdecl wined3d_rendertarget_view_get_resource(ptr)
+@ cdecl wined3d_rendertarget_view_get_sub_resource_parent(ptr)
 @ cdecl wined3d_rendertarget_view_incref(ptr)
+@ cdecl wined3d_rendertarget_view_set_parent(ptr ptr)
 
 @ cdecl wined3d_sampler_create(ptr ptr)
 @ cdecl wined3d_sampler_decref(ptr)
 @ cdecl wined3d_shader_incref(ptr)
 @ cdecl wined3d_shader_set_local_constants_float(ptr long ptr long)
 
+@ cdecl wined3d_shader_resource_view_create(ptr ptr ptr)
+@ cdecl wined3d_shader_resource_view_decref(ptr)
+@ cdecl wined3d_shader_resource_view_get_parent(ptr)
+@ cdecl wined3d_shader_resource_view_incref(ptr)
+
 @ cdecl wined3d_stateblock_apply(ptr)
 @ cdecl wined3d_stateblock_capture(ptr)
 @ cdecl wined3d_stateblock_create(ptr long ptr)
 @ cdecl wined3d_surface_get_blt_status(ptr long)
 @ cdecl wined3d_surface_get_flip_status(ptr long)
 @ cdecl wined3d_surface_get_overlay_position(ptr ptr ptr)
-@ cdecl wined3d_surface_get_palette(ptr)
 @ cdecl wined3d_surface_get_parent(ptr)
 @ cdecl wined3d_surface_get_pitch(ptr)
-@ cdecl wined3d_surface_get_priority(ptr)
 @ cdecl wined3d_surface_get_render_target_data(ptr ptr)
 @ cdecl wined3d_surface_get_resource(ptr)
 @ cdecl wined3d_surface_getdc(ptr ptr)
 @ cdecl wined3d_surface_releasedc(ptr ptr)
 @ cdecl wined3d_surface_restore(ptr)
 @ cdecl wined3d_surface_set_overlay_position(ptr long long)
-@ cdecl wined3d_surface_set_palette(ptr ptr)
-@ cdecl wined3d_surface_set_priority(ptr long)
 @ cdecl wined3d_surface_unmap(ptr)
 @ cdecl wined3d_surface_update_desc(ptr long long long long long ptr long)
 @ cdecl wined3d_surface_update_overlay(ptr ptr ptr ptr long ptr)
 @ cdecl wined3d_swapchain_incref(ptr)
 @ cdecl wined3d_swapchain_present(ptr ptr ptr ptr ptr long)
 @ cdecl wined3d_swapchain_set_gamma_ramp(ptr long ptr)
+@ cdecl wined3d_swapchain_set_palette(ptr ptr)
 @ cdecl wined3d_swapchain_set_window(ptr ptr)
 
 @ cdecl wined3d_texture_add_dirty_region(ptr long ptr)
 @ cdecl wined3d_texture_get_level_count(ptr)
 @ cdecl wined3d_texture_get_lod(ptr)
 @ cdecl wined3d_texture_get_parent(ptr)
-@ cdecl wined3d_texture_get_priority(ptr)
 @ cdecl wined3d_texture_get_resource(ptr)
 @ cdecl wined3d_texture_get_sub_resource(ptr long)
 @ cdecl wined3d_texture_incref(ptr)
 @ cdecl wined3d_texture_set_autogen_filter_type(ptr long)
 @ cdecl wined3d_texture_set_color_key(ptr long ptr)
 @ cdecl wined3d_texture_set_lod(ptr long)
-@ cdecl wined3d_texture_set_priority(ptr long)
 
 @ cdecl wined3d_vertex_declaration_create(ptr ptr long ptr ptr ptr)
 @ cdecl wined3d_vertex_declaration_create_from_fvf(ptr long ptr ptr ptr)
 @ cdecl wined3d_volume_decref(ptr)
 @ cdecl wined3d_volume_from_resource(ptr)
 @ cdecl wined3d_volume_get_parent(ptr)
-@ cdecl wined3d_volume_get_priority(ptr)
 @ cdecl wined3d_volume_get_resource(ptr)
 @ cdecl wined3d_volume_incref(ptr)
 @ cdecl wined3d_volume_map(ptr ptr ptr long)
 @ cdecl wined3d_volume_preload(ptr)
-@ cdecl wined3d_volume_set_priority(ptr long)
 @ cdecl wined3d_volume_unmap(ptr)