reactos/dll/directx/wine/wined3d/wined3d.spec
Joachim Henze bb4c55d650 [0.4.10] Avoid regression CORE-14955 "Ddraw fullscreen crashes"
This reverts commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades D3D8,D3D9,DDRAW,WINED3D from 3.9 to 3.3 for this rls.

This is still newer than last release where we had to go back to 3.0 even.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen,
 Diablo II crashed immediately,
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

This will be the interim fix, which I will keep for rls at least
until someone manages to fix CORE-14955 properly in master with Wine 3.9.
2018-08-28 15:16:10 +02:00

337 lines
16 KiB
Python

@ 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_check_device_multisample_type(ptr long long long long long ptr)
@ cdecl wined3d_check_device_type(ptr long long long long long)
@ cdecl wined3d_create(long)
@ cdecl wined3d_decref(ptr)
@ cdecl wined3d_enum_adapter_modes(ptr long long long long ptr)
@ cdecl wined3d_find_closest_matching_adapter_mode(ptr long ptr)
@ cdecl wined3d_get_adapter_count(ptr)
@ cdecl wined3d_get_adapter_display_mode(ptr long ptr ptr)
@ cdecl wined3d_get_adapter_identifier(ptr long long ptr)
@ cdecl wined3d_get_adapter_mode_count(ptr long long long)
@ cdecl wined3d_get_adapter_raster_status(ptr long ptr)
@ cdecl wined3d_get_device_caps(ptr long long ptr)
@ cdecl wined3d_get_output_desc(ptr long ptr)
@ cdecl wined3d_incref(ptr)
@ cdecl wined3d_register_software_device(ptr ptr)
@ cdecl wined3d_set_adapter_display_mode(ptr long ptr)
@ cdecl wined3d_blend_state_create(ptr ptr ptr ptr ptr)
@ cdecl wined3d_blend_state_decref(ptr)
@ cdecl wined3d_blend_state_get_parent(ptr)
@ cdecl wined3d_blend_state_incref(ptr)
@ cdecl wined3d_buffer_create(ptr ptr ptr ptr ptr ptr)
@ cdecl wined3d_buffer_decref(ptr)
@ cdecl wined3d_buffer_get_parent(ptr)
@ cdecl wined3d_buffer_get_resource(ptr)
@ cdecl wined3d_buffer_incref(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 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)
@ 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)
@ cdecl wined3d_device_dispatch_compute(ptr long long long)
@ cdecl wined3d_device_dispatch_compute_indirect(ptr ptr long)
@ cdecl wined3d_device_draw_indexed_primitive(ptr long long)
@ cdecl wined3d_device_draw_indexed_primitive_instanced(ptr long long long long)
@ cdecl wined3d_device_draw_indexed_primitive_instanced_indirect(ptr ptr long)
@ cdecl wined3d_device_draw_primitive(ptr long long)
@ cdecl wined3d_device_draw_primitive_instanced(ptr long long long long)
@ cdecl wined3d_device_draw_primitive_instanced_indirect(ptr ptr long)
@ cdecl wined3d_device_end_scene(ptr)
@ cdecl wined3d_device_end_stateblock(ptr ptr)
@ cdecl wined3d_device_evict_managed_resources(ptr)
@ cdecl wined3d_device_get_available_texture_mem(ptr)
@ cdecl wined3d_device_get_base_vertex_index(ptr)
@ cdecl wined3d_device_get_blend_state(ptr)
@ cdecl wined3d_device_get_clip_plane(ptr long ptr)
@ cdecl wined3d_device_get_clip_status(ptr ptr)
@ cdecl wined3d_device_get_compute_shader(ptr)
@ cdecl wined3d_device_get_creation_parameters(ptr ptr)
@ cdecl wined3d_device_get_cs_cb(ptr long)
@ cdecl wined3d_device_get_cs_resource_view(ptr long)
@ cdecl wined3d_device_get_cs_sampler(ptr long)
@ cdecl wined3d_device_get_cs_uav(ptr long)
@ 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_domain_shader(ptr)
@ cdecl wined3d_device_get_ds_cb(ptr long)
@ cdecl wined3d_device_get_ds_resource_view(ptr long)
@ cdecl wined3d_device_get_ds_sampler(ptr long)
@ 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_hs_cb(ptr long)
@ cdecl wined3d_device_get_hs_resource_view(ptr long)
@ cdecl wined3d_device_get_hs_sampler(ptr long)
@ cdecl wined3d_device_get_hull_shader(ptr)
@ cdecl wined3d_device_get_index_buffer(ptr ptr ptr)
@ 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_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 ptr)
@ cdecl wined3d_device_get_ps_cb(ptr long)
@ cdecl wined3d_device_get_ps_consts_b(ptr long long ptr)
@ cdecl wined3d_device_get_ps_consts_f(ptr long long ptr)
@ cdecl wined3d_device_get_ps_consts_i(ptr long long ptr)
@ 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_rasterizer_state(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_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_stream_source_freq(ptr long ptr)
@ cdecl wined3d_device_get_swapchain(ptr long)
@ cdecl wined3d_device_get_swapchain_count(ptr)
@ cdecl wined3d_device_get_texture(ptr long)
@ cdecl wined3d_device_get_texture_stage_state(ptr long long)
@ cdecl wined3d_device_get_transform(ptr long 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_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_get_vs_consts_i(ptr long long ptr)
@ cdecl wined3d_device_get_vs_resource_view(ptr long)
@ cdecl wined3d_device_get_vs_sampler(ptr long)
@ cdecl wined3d_device_get_wined3d(ptr)
@ cdecl wined3d_device_incref(ptr)
@ cdecl wined3d_device_init_3d(ptr ptr)
@ cdecl wined3d_device_init_gdi(ptr ptr)
@ cdecl wined3d_device_multiply_transform(ptr long ptr)
@ cdecl wined3d_device_process_vertices(ptr long long long ptr ptr long long)
@ cdecl wined3d_device_release_focus_window(ptr)
@ cdecl wined3d_device_reset(ptr ptr ptr ptr long)
@ cdecl wined3d_device_resolve_sub_resource(ptr ptr long ptr long long)
@ cdecl wined3d_device_restore_fullscreen_window(ptr ptr ptr)
@ cdecl wined3d_device_set_base_vertex_index(ptr long)
@ cdecl wined3d_device_set_blend_state(ptr ptr)
@ cdecl wined3d_device_set_clip_plane(ptr long ptr)
@ cdecl wined3d_device_set_clip_status(ptr ptr)
@ cdecl wined3d_device_set_compute_shader(ptr ptr)
@ cdecl wined3d_device_set_cs_cb(ptr long ptr)
@ cdecl wined3d_device_set_cs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_cs_sampler(ptr long ptr)
@ cdecl wined3d_device_set_cs_uav(ptr long ptr long)
@ cdecl wined3d_device_set_cursor_position(ptr long long long)
@ cdecl wined3d_device_set_cursor_properties(ptr long long ptr long)
@ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
@ cdecl wined3d_device_set_dialog_box_mode(ptr long)
@ cdecl wined3d_device_set_domain_shader(ptr ptr)
@ cdecl wined3d_device_set_ds_cb(ptr long ptr)
@ cdecl wined3d_device_set_ds_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_ds_sampler(ptr long ptr)
@ 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_hs_cb(ptr long ptr)
@ cdecl wined3d_device_set_hs_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_hs_sampler(ptr long ptr)
@ cdecl wined3d_device_set_hull_shader(ptr ptr)
@ cdecl wined3d_device_set_index_buffer(ptr ptr long long)
@ 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_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 long)
@ cdecl wined3d_device_set_ps_cb(ptr long ptr)
@ cdecl wined3d_device_set_ps_consts_b(ptr long long ptr)
@ cdecl wined3d_device_set_ps_consts_f(ptr long long ptr)
@ cdecl wined3d_device_set_ps_consts_i(ptr long long ptr)
@ cdecl wined3d_device_set_ps_resource_view(ptr long ptr)
@ cdecl wined3d_device_set_ps_sampler(ptr long ptr)
@ cdecl wined3d_device_set_rasterizer_state(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_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_stream_source_freq(ptr long long)
@ cdecl wined3d_device_set_texture(ptr long ptr)
@ cdecl wined3d_device_set_texture_stage_state(ptr long long long)
@ cdecl wined3d_device_set_transform(ptr long ptr)
@ 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_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_set_vs_consts_i(ptr long long ptr)
@ 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_device_uninit_3d(ptr)
@ cdecl wined3d_device_uninit_gdi(ptr)
@ 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_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 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_rasterizer_state_create(ptr ptr ptr ptr ptr)
@ cdecl wined3d_rasterizer_state_decref(ptr)
@ cdecl wined3d_rasterizer_state_get_parent(ptr)
@ cdecl wined3d_rasterizer_state_incref(ptr)
@ cdecl wined3d_resource_get_desc(ptr ptr)
@ cdecl wined3d_resource_get_parent(ptr)
@ cdecl wined3d_resource_get_priority(ptr)
@ cdecl wined3d_resource_map(ptr long ptr ptr long)
@ cdecl wined3d_resource_map_info(ptr long ptr long)
@ cdecl wined3d_resource_preload(ptr)
@ cdecl wined3d_resource_set_parent(ptr ptr)
@ cdecl wined3d_resource_set_priority(ptr long)
@ cdecl wined3d_resource_unmap(ptr long)
@ cdecl wined3d_resource_update_info(ptr long ptr long long)
@ cdecl wined3d_rendertarget_view_create(ptr ptr ptr ptr ptr)
@ cdecl wined3d_rendertarget_view_create_from_sub_resource(ptr long 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 ptr ptr ptr)
@ cdecl wined3d_sampler_decref(ptr)
@ cdecl wined3d_sampler_get_parent(ptr)
@ cdecl wined3d_sampler_incref(ptr)
@ cdecl wined3d_shader_create_cs(ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_create_ds(ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_create_gs(ptr ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_create_hs(ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_create_ps(ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_create_vs(ptr ptr ptr ptr ptr)
@ cdecl wined3d_shader_decref(ptr)
@ cdecl wined3d_shader_get_byte_code(ptr ptr ptr)
@ cdecl wined3d_shader_get_parent(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 ptr ptr)
@ cdecl wined3d_shader_resource_view_decref(ptr)
@ cdecl wined3d_shader_resource_view_generate_mipmaps(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_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)
@ cdecl wined3d_swapchain_get_device(ptr)
@ cdecl wined3d_swapchain_get_display_mode(ptr ptr ptr)
@ cdecl wined3d_swapchain_get_front_buffer_data(ptr ptr long)
@ cdecl wined3d_swapchain_get_gamma_ramp(ptr ptr)
@ cdecl wined3d_swapchain_get_parent(ptr)
@ cdecl wined3d_swapchain_get_desc(ptr ptr)
@ cdecl wined3d_swapchain_get_raster_status(ptr ptr)
@ cdecl wined3d_swapchain_incref(ptr)
@ cdecl wined3d_swapchain_present(ptr ptr ptr ptr long long)
@ cdecl wined3d_swapchain_resize_buffers(ptr long long long long long long)
@ cdecl wined3d_swapchain_resize_target(ptr ptr)
@ cdecl wined3d_swapchain_set_fullscreen(ptr ptr ptr)
@ 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_blt(ptr long ptr ptr long ptr long ptr long)
@ cdecl wined3d_texture_create(ptr ptr long long long ptr ptr ptr ptr)
@ cdecl wined3d_texture_decref(ptr)
@ cdecl wined3d_texture_from_resource(ptr)
@ cdecl wined3d_texture_get_dc(ptr long ptr)
@ cdecl wined3d_texture_get_level_count(ptr)
@ cdecl wined3d_texture_get_lod(ptr)
@ cdecl wined3d_texture_get_overlay_position(ptr long ptr ptr)
@ cdecl wined3d_texture_get_parent(ptr)
@ cdecl wined3d_texture_get_pitch(ptr long ptr ptr)
@ cdecl wined3d_texture_get_resource(ptr)
@ cdecl wined3d_texture_get_sub_resource_desc(ptr long ptr)
@ cdecl wined3d_texture_get_sub_resource_parent(ptr long)
@ cdecl wined3d_texture_incref(ptr)
@ cdecl wined3d_texture_release_dc(ptr long ptr)
@ cdecl wined3d_texture_set_color_key(ptr long ptr)
@ cdecl wined3d_texture_set_lod(ptr long)
@ cdecl wined3d_texture_set_overlay_position(ptr long long long)
@ cdecl wined3d_texture_set_sub_resource_parent(ptr long ptr)
@ cdecl wined3d_texture_update_desc(ptr long long long long long ptr long)
@ cdecl wined3d_texture_update_overlay(ptr long ptr ptr long ptr long)
@ cdecl wined3d_unordered_access_view_create(ptr ptr ptr ptr ptr)
@ cdecl wined3d_unordered_access_view_decref(ptr)
@ cdecl wined3d_unordered_access_view_get_parent(ptr)
@ cdecl wined3d_unordered_access_view_incref(ptr)
@ 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_vertex_declaration_decref(ptr)
@ cdecl wined3d_vertex_declaration_get_parent(ptr)
@ cdecl wined3d_vertex_declaration_incref(ptr)
@ cdecl wined3d_dxtn_supported()
@ cdecl wined3d_dxt1_decode(ptr ptr long long long long long)
@ cdecl wined3d_dxt1_encode(ptr ptr long long long long long)
@ cdecl wined3d_dxt3_decode(ptr ptr long long long long long)
@ cdecl wined3d_dxt3_encode(ptr ptr long long long long long)
@ cdecl wined3d_dxt5_decode(ptr ptr long long long long long)
@ cdecl wined3d_dxt5_encode(ptr ptr long long long long long)