ws2_32: Add support for hints in GetAddrInfoExW.
[wine.git] / dlls / wined3d / wined3d.spec
blob2879e1653d3c845215f72ee45a6e137aabf3af0f
1 @ stdcall wined3d_mutex_lock()
2 @ stdcall wined3d_mutex_unlock()
4 @ cdecl wined3d_calculate_format_pitch(ptr long long)
5 @ cdecl wined3d_check_depth_stencil_match(ptr long long long long)
6 @ cdecl wined3d_check_device_format(ptr ptr long long long long long long)
7 @ cdecl wined3d_check_device_format_conversion(ptr long long long)
8 @ cdecl wined3d_check_device_multisample_type(ptr long long long long ptr)
9 @ cdecl wined3d_check_device_type(ptr ptr long long long long)
10 @ cdecl wined3d_create(long)
11 @ cdecl wined3d_decref(ptr)
12 @ cdecl wined3d_get_adapter(ptr long)
13 @ cdecl wined3d_get_adapter_count(ptr)
14 @ cdecl wined3d_get_device_caps(ptr long ptr)
15 @ cdecl wined3d_incref(ptr)
16 @ cdecl wined3d_register_software_device(ptr ptr)
17 @ cdecl wined3d_register_window(ptr ptr ptr long)
18 @ cdecl wined3d_restore_display_modes(ptr)
19 @ cdecl wined3d_unregister_windows(ptr)
21 @ cdecl wined3d_adapter_get_identifier(ptr long ptr)
22 @ cdecl wined3d_adapter_get_output(ptr long)
23 @ cdecl wined3d_adapter_get_output_count(ptr)
25 @ cdecl wined3d_blend_state_create(ptr ptr ptr ptr ptr)
26 @ cdecl wined3d_blend_state_decref(ptr)
27 @ cdecl wined3d_blend_state_get_parent(ptr)
28 @ cdecl wined3d_blend_state_incref(ptr)
30 @ cdecl wined3d_buffer_create(ptr ptr ptr ptr ptr ptr)
31 @ cdecl wined3d_buffer_decref(ptr)
32 @ cdecl wined3d_buffer_get_parent(ptr)
33 @ cdecl wined3d_buffer_get_resource(ptr)
34 @ cdecl wined3d_buffer_incref(ptr)
36 @ cdecl wined3d_depth_stencil_state_create(ptr ptr ptr ptr ptr)
37 @ cdecl wined3d_depth_stencil_state_decref(ptr)
38 @ cdecl wined3d_depth_stencil_state_get_parent(ptr)
39 @ cdecl wined3d_depth_stencil_state_incref(ptr)
41 @ cdecl wined3d_device_acquire_focus_window(ptr ptr)
42 @ cdecl wined3d_device_apply_stateblock(ptr ptr)
43 @ cdecl wined3d_device_begin_scene(ptr)
44 @ cdecl wined3d_device_clear(ptr long ptr long ptr float long)
45 @ cdecl wined3d_device_create(ptr ptr long ptr long long ptr long ptr ptr)
46 @ cdecl wined3d_device_decref(ptr)
47 @ cdecl wined3d_device_dispatch_compute(ptr long long long)
48 @ cdecl wined3d_device_dispatch_compute_indirect(ptr ptr long)
49 @ cdecl wined3d_device_draw_indexed_primitive(ptr long long)
50 @ cdecl wined3d_device_draw_indexed_primitive_instanced(ptr long long long long)
51 @ cdecl wined3d_device_draw_indexed_primitive_instanced_indirect(ptr ptr long)
52 @ cdecl wined3d_device_draw_primitive(ptr long long)
53 @ cdecl wined3d_device_draw_primitive_instanced(ptr long long long long)
54 @ cdecl wined3d_device_draw_primitive_instanced_indirect(ptr ptr long)
55 @ cdecl wined3d_device_end_scene(ptr)
56 @ cdecl wined3d_device_evict_managed_resources(ptr)
57 @ cdecl wined3d_device_get_available_texture_mem(ptr)
58 @ cdecl wined3d_device_get_clip_status(ptr ptr)
59 @ cdecl wined3d_device_get_compute_shader(ptr)
60 @ cdecl wined3d_device_get_creation_parameters(ptr ptr)
61 @ cdecl wined3d_device_get_cs_resource_view(ptr long)
62 @ cdecl wined3d_device_get_cs_sampler(ptr long)
63 @ cdecl wined3d_device_get_cs_uav(ptr long)
64 @ cdecl wined3d_device_get_device_caps(ptr ptr)
65 @ cdecl wined3d_device_get_display_mode(ptr long ptr ptr)
66 @ cdecl wined3d_device_get_domain_shader(ptr)
67 @ cdecl wined3d_device_get_ds_resource_view(ptr long)
68 @ cdecl wined3d_device_get_ds_sampler(ptr long)
69 @ cdecl wined3d_device_get_gamma_ramp(ptr long ptr)
70 @ cdecl wined3d_device_get_geometry_shader(ptr)
71 @ cdecl wined3d_device_get_gs_resource_view(ptr long)
72 @ cdecl wined3d_device_get_gs_sampler(ptr long)
73 @ cdecl wined3d_device_get_hs_resource_view(ptr long)
74 @ cdecl wined3d_device_get_hs_sampler(ptr long)
75 @ cdecl wined3d_device_get_hull_shader(ptr)
76 @ cdecl wined3d_device_get_immediate_context(ptr)
77 @ cdecl wined3d_device_get_max_frame_latency(ptr)
78 @ cdecl wined3d_device_get_npatch_mode(ptr)
79 @ cdecl wined3d_device_get_pixel_shader(ptr)
80 @ cdecl wined3d_device_get_ps_resource_view(ptr long)
81 @ cdecl wined3d_device_get_ps_sampler(ptr long)
82 @ cdecl wined3d_device_get_raster_status(ptr long ptr)
83 @ cdecl wined3d_device_get_render_state(ptr long)
84 @ cdecl wined3d_device_get_software_vertex_processing(ptr)
85 @ cdecl wined3d_device_get_state(ptr)
86 @ cdecl wined3d_device_get_swapchain(ptr long)
87 @ cdecl wined3d_device_get_swapchain_count(ptr)
88 @ cdecl wined3d_device_get_unordered_access_view(ptr long)
89 @ cdecl wined3d_device_get_vertex_shader(ptr)
90 @ cdecl wined3d_device_get_vs_resource_view(ptr long)
91 @ cdecl wined3d_device_get_vs_sampler(ptr long)
92 @ cdecl wined3d_device_get_wined3d(ptr)
93 @ cdecl wined3d_device_incref(ptr)
94 @ cdecl wined3d_device_process_vertices(ptr long long long ptr ptr long long)
95 @ cdecl wined3d_device_release_focus_window(ptr)
96 @ cdecl wined3d_device_reset(ptr ptr ptr ptr long)
97 @ cdecl wined3d_device_set_base_vertex_index(ptr long)
98 @ cdecl wined3d_device_set_blend_state(ptr ptr ptr long)
99 @ cdecl wined3d_device_set_clip_status(ptr ptr)
100 @ cdecl wined3d_device_set_compute_shader(ptr ptr)
101 @ cdecl wined3d_device_set_constant_buffer(ptr long long ptr)
102 @ cdecl wined3d_device_set_cs_resource_view(ptr long ptr)
103 @ cdecl wined3d_device_set_cs_sampler(ptr long ptr)
104 @ cdecl wined3d_device_set_cs_uav(ptr long ptr long)
105 @ cdecl wined3d_device_set_cursor_position(ptr long long long)
106 @ cdecl wined3d_device_set_cursor_properties(ptr long long ptr long)
107 @ cdecl wined3d_device_set_depth_stencil_state(ptr ptr long)
108 @ cdecl wined3d_device_set_depth_stencil_view(ptr ptr)
109 @ cdecl wined3d_device_set_dialog_box_mode(ptr long)
110 @ cdecl wined3d_device_set_domain_shader(ptr ptr)
111 @ cdecl wined3d_device_set_ds_resource_view(ptr long ptr)
112 @ cdecl wined3d_device_set_ds_sampler(ptr long ptr)
113 @ cdecl wined3d_device_set_gamma_ramp(ptr long long ptr)
114 @ cdecl wined3d_device_set_geometry_shader(ptr ptr)
115 @ cdecl wined3d_device_set_gs_resource_view(ptr long ptr)
116 @ cdecl wined3d_device_set_gs_sampler(ptr long ptr)
117 @ cdecl wined3d_device_set_hs_resource_view(ptr long ptr)
118 @ cdecl wined3d_device_set_hs_sampler(ptr long ptr)
119 @ cdecl wined3d_device_set_hull_shader(ptr ptr)
120 @ cdecl wined3d_device_set_index_buffer(ptr ptr long long)
121 @ cdecl wined3d_device_set_max_frame_latency(ptr long)
122 @ cdecl wined3d_device_set_multithreaded(ptr)
123 @ cdecl wined3d_device_set_npatch_mode(ptr float)
124 @ cdecl wined3d_device_set_pixel_shader(ptr ptr)
125 @ cdecl wined3d_device_set_predication(ptr ptr long)
126 @ cdecl wined3d_device_set_ps_resource_view(ptr long ptr)
127 @ cdecl wined3d_device_set_ps_sampler(ptr long ptr)
128 @ cdecl wined3d_device_set_rasterizer_state(ptr ptr)
129 @ cdecl wined3d_device_set_rendertarget_view(ptr long ptr long)
130 @ cdecl wined3d_device_set_scissor_rects(ptr long ptr)
131 @ cdecl wined3d_device_set_software_vertex_processing(ptr long)
132 @ cdecl wined3d_device_set_state(ptr ptr)
133 @ cdecl wined3d_device_set_stream_output(ptr long ptr long)
134 @ cdecl wined3d_device_set_stream_source(ptr long ptr long long)
135 @ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
136 @ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
137 @ cdecl wined3d_device_set_vertex_shader(ptr ptr)
138 @ cdecl wined3d_device_set_viewports(ptr long ptr)
139 @ cdecl wined3d_device_set_vs_resource_view(ptr long ptr)
140 @ cdecl wined3d_device_set_vs_sampler(ptr long ptr)
141 @ cdecl wined3d_device_show_cursor(ptr long)
142 @ cdecl wined3d_device_update_texture(ptr ptr ptr)
143 @ cdecl wined3d_device_validate_device(ptr ptr)
145 @ cdecl wined3d_device_context_blt(ptr ptr long ptr ptr long ptr long ptr long)
146 @ cdecl wined3d_device_context_clear_rendertarget_view(ptr ptr ptr long ptr float long)
147 @ cdecl wined3d_device_context_clear_uav_uint(ptr ptr ptr)
148 @ cdecl wined3d_device_context_copy_resource(ptr ptr ptr)
149 @ cdecl wined3d_device_context_copy_sub_resource_region(ptr ptr long long long long ptr long ptr long)
150 @ cdecl wined3d_device_context_copy_uav_counter(ptr ptr long ptr)
151 @ cdecl wined3d_device_context_draw(ptr long long long long)
152 @ cdecl wined3d_device_context_draw_indexed(ptr long long long long long)
153 @ cdecl wined3d_device_context_draw_indirect(ptr ptr long long)
154 @ cdecl wined3d_device_context_dispatch(ptr long long long)
155 @ cdecl wined3d_device_context_dispatch_indirect(ptr ptr long)
156 @ cdecl wined3d_device_context_flush(ptr)
157 @ cdecl wined3d_device_context_generate_mipmaps(ptr ptr)
158 @ cdecl wined3d_device_context_get_blend_state(ptr ptr ptr)
159 @ cdecl wined3d_device_context_get_constant_buffer(ptr long long)
160 @ cdecl wined3d_device_context_get_depth_stencil_state(ptr ptr)
161 @ cdecl wined3d_device_context_get_depth_stencil_view(ptr)
162 @ cdecl wined3d_device_context_get_index_buffer(ptr ptr ptr)
163 @ cdecl wined3d_device_context_get_predication(ptr ptr)
164 @ cdecl wined3d_device_context_get_primitive_type(ptr ptr ptr)
165 @ cdecl wined3d_device_context_get_rasterizer_state(ptr)
166 @ cdecl wined3d_device_context_get_rendertarget_view(ptr long)
167 @ cdecl wined3d_device_context_get_sampler(ptr long long)
168 @ cdecl wined3d_device_context_get_scissor_rects(ptr ptr ptr)
169 @ cdecl wined3d_device_context_get_shader(ptr long)
170 @ cdecl wined3d_device_context_get_shader_resource_view(ptr long long)
171 @ cdecl wined3d_device_context_get_stream_output(ptr long ptr)
172 @ cdecl wined3d_device_context_get_stream_source(ptr long ptr ptr ptr)
173 @ cdecl wined3d_device_context_get_unordered_access_view(ptr long long)
174 @ cdecl wined3d_device_context_get_vertex_declaration(ptr)
175 @ cdecl wined3d_device_context_get_viewports(ptr ptr ptr)
176 @ cdecl wined3d_device_context_issue_query(ptr ptr long)
177 @ cdecl wined3d_device_context_map(ptr ptr long ptr ptr long)
178 @ cdecl wined3d_device_context_resolve_sub_resource(ptr ptr long ptr long long)
179 @ cdecl wined3d_device_context_set_blend_state(ptr ptr ptr long)
180 @ cdecl wined3d_device_context_set_constant_buffer(ptr long long ptr)
181 @ cdecl wined3d_device_context_set_depth_stencil_state(ptr ptr long)
182 @ cdecl wined3d_device_context_set_depth_stencil_view(ptr ptr)
183 @ cdecl wined3d_device_context_set_index_buffer(ptr ptr long long)
184 @ cdecl wined3d_device_context_set_predication(ptr ptr long)
185 @ cdecl wined3d_device_context_set_primitive_type(ptr long long)
186 @ cdecl wined3d_device_context_set_rasterizer_state(ptr ptr)
187 @ cdecl wined3d_device_context_set_rendertarget_view(ptr long ptr long)
188 @ cdecl wined3d_device_context_set_sampler(ptr long long ptr)
189 @ cdecl wined3d_device_context_set_scissor_rects(ptr long ptr)
190 @ cdecl wined3d_device_context_set_shader(ptr long ptr)
191 @ cdecl wined3d_device_context_set_shader_resource_view(ptr long long ptr)
192 @ cdecl wined3d_device_context_set_stream_output(ptr long ptr long)
193 @ cdecl wined3d_device_context_set_stream_source(ptr long ptr long long)
194 @ cdecl wined3d_device_context_set_unordered_access_view(ptr long long ptr long)
195 @ cdecl wined3d_device_context_set_vertex_declaration(ptr ptr)
196 @ cdecl wined3d_device_context_set_viewports(ptr long ptr)
197 @ cdecl wined3d_device_context_unmap(ptr ptr long)
198 @ cdecl wined3d_device_context_update_sub_resource(ptr ptr long ptr ptr long long long)
200 @ cdecl wined3d_output_find_closest_matching_mode(ptr ptr)
201 @ cdecl wined3d_output_get_adapter(ptr)
202 @ cdecl wined3d_output_get_desc(ptr ptr)
203 @ cdecl wined3d_output_get_display_mode(ptr ptr ptr)
204 @ cdecl wined3d_output_get_mode(ptr long long long ptr)
205 @ cdecl wined3d_output_get_mode_count(ptr long long)
206 @ cdecl wined3d_output_get_raster_status(ptr ptr)
207 @ cdecl wined3d_output_release_ownership(ptr)
208 @ cdecl wined3d_output_set_display_mode(ptr ptr)
209 @ cdecl wined3d_output_set_gamma_ramp(ptr ptr)
210 @ cdecl wined3d_output_take_ownership(ptr long)
212 @ cdecl wined3d_palette_create(ptr long long ptr ptr)
213 @ cdecl wined3d_palette_decref(ptr)
214 @ cdecl wined3d_palette_get_entries(ptr long long long ptr)
215 @ cdecl wined3d_palette_apply_to_dc(ptr ptr)
216 @ cdecl wined3d_palette_incref(ptr)
217 @ cdecl wined3d_palette_set_entries(ptr long long long ptr)
219 @ cdecl wined3d_query_create(ptr long ptr ptr ptr)
220 @ cdecl wined3d_query_decref(ptr)
221 @ cdecl wined3d_query_get_data(ptr ptr long long)
222 @ cdecl wined3d_query_get_data_size(ptr)
223 @ cdecl wined3d_query_get_parent(ptr)
224 @ cdecl wined3d_query_get_type(ptr)
225 @ cdecl wined3d_query_incref(ptr)
226 @ cdecl wined3d_query_issue(ptr long)
228 @ cdecl wined3d_rasterizer_state_create(ptr ptr ptr ptr ptr)
229 @ cdecl wined3d_rasterizer_state_decref(ptr)
230 @ cdecl wined3d_rasterizer_state_get_parent(ptr)
231 @ cdecl wined3d_rasterizer_state_incref(ptr)
233 @ cdecl wined3d_resource_get_desc(ptr ptr)
234 @ cdecl wined3d_resource_get_parent(ptr)
235 @ cdecl wined3d_resource_get_priority(ptr)
236 @ cdecl wined3d_resource_map(ptr long ptr ptr long)
237 @ cdecl wined3d_resource_preload(ptr)
238 @ cdecl wined3d_resource_set_parent(ptr ptr)
239 @ cdecl wined3d_resource_set_priority(ptr long)
240 @ cdecl wined3d_resource_unmap(ptr long)
242 @ cdecl wined3d_rendertarget_view_create(ptr ptr ptr ptr ptr)
243 @ cdecl wined3d_rendertarget_view_create_from_sub_resource(ptr long ptr ptr ptr)
244 @ cdecl wined3d_rendertarget_view_decref(ptr)
245 @ cdecl wined3d_rendertarget_view_get_parent(ptr)
246 @ cdecl wined3d_rendertarget_view_get_resource(ptr)
247 @ cdecl wined3d_rendertarget_view_get_sub_resource_parent(ptr)
248 @ cdecl wined3d_rendertarget_view_incref(ptr)
249 @ cdecl wined3d_rendertarget_view_set_parent(ptr ptr)
251 @ cdecl wined3d_sampler_create(ptr ptr ptr ptr ptr)
252 @ cdecl wined3d_sampler_decref(ptr)
253 @ cdecl wined3d_sampler_get_parent(ptr)
254 @ cdecl wined3d_sampler_incref(ptr)
256 @ cdecl wined3d_shader_create_cs(ptr ptr ptr ptr ptr)
257 @ cdecl wined3d_shader_create_ds(ptr ptr ptr ptr ptr)
258 @ cdecl wined3d_shader_create_gs(ptr ptr ptr ptr ptr ptr)
259 @ cdecl wined3d_shader_create_hs(ptr ptr ptr ptr ptr)
260 @ cdecl wined3d_shader_create_ps(ptr ptr ptr ptr ptr)
261 @ cdecl wined3d_shader_create_vs(ptr ptr ptr ptr ptr)
262 @ cdecl wined3d_shader_decref(ptr)
263 @ cdecl wined3d_shader_get_byte_code(ptr ptr ptr)
264 @ cdecl wined3d_shader_get_parent(ptr)
265 @ cdecl wined3d_shader_incref(ptr)
266 @ cdecl wined3d_shader_set_local_constants_float(ptr long ptr long)
268 @ cdecl wined3d_shader_resource_view_create(ptr ptr ptr ptr ptr)
269 @ cdecl wined3d_shader_resource_view_decref(ptr)
270 @ cdecl wined3d_shader_resource_view_get_parent(ptr)
271 @ cdecl wined3d_shader_resource_view_incref(ptr)
273 @ cdecl wined3d_state_create(ptr ptr long ptr)
274 @ cdecl wined3d_state_destroy(ptr)
275 @ cdecl wined3d_state_get_feature_level(ptr)
277 @ cdecl wined3d_stateblock_apply(ptr ptr)
278 @ cdecl wined3d_stateblock_capture(ptr ptr)
279 @ cdecl wined3d_stateblock_create(ptr ptr long ptr)
280 @ cdecl wined3d_stateblock_decref(ptr)
281 @ cdecl wined3d_stateblock_get_light(ptr long ptr ptr)
282 @ cdecl wined3d_stateblock_get_state(ptr)
283 @ cdecl wined3d_stateblock_incref(ptr)
284 @ cdecl wined3d_stateblock_init_contained_states(ptr)
285 @ cdecl wined3d_stateblock_multiply_transform(ptr long ptr)
286 @ cdecl wined3d_stateblock_reset(ptr)
287 @ cdecl wined3d_stateblock_set_base_vertex_index(ptr long)
288 @ cdecl wined3d_stateblock_set_clip_plane(ptr long ptr)
289 @ cdecl wined3d_stateblock_set_index_buffer(ptr ptr long)
290 @ cdecl wined3d_stateblock_set_light(ptr long ptr)
291 @ cdecl wined3d_stateblock_set_light_enable(ptr long long)
292 @ cdecl wined3d_stateblock_set_material(ptr ptr)
293 @ cdecl wined3d_stateblock_set_pixel_shader(ptr ptr)
294 @ cdecl wined3d_stateblock_set_ps_consts_b(ptr long long ptr)
295 @ cdecl wined3d_stateblock_set_ps_consts_f(ptr long long ptr)
296 @ cdecl wined3d_stateblock_set_ps_consts_i(ptr long long ptr)
297 @ cdecl wined3d_stateblock_set_render_state(ptr long long)
298 @ cdecl wined3d_stateblock_set_sampler_state(ptr long long long)
299 @ cdecl wined3d_stateblock_set_scissor_rect(ptr ptr)
300 @ cdecl wined3d_stateblock_set_stream_source(ptr long ptr long long)
301 @ cdecl wined3d_stateblock_set_stream_source_freq(ptr long long)
302 @ cdecl wined3d_stateblock_set_texture(ptr long ptr)
303 @ cdecl wined3d_stateblock_set_texture_stage_state(ptr long long long)
304 @ cdecl wined3d_stateblock_set_transform(ptr long ptr)
305 @ cdecl wined3d_stateblock_set_vertex_declaration(ptr ptr)
306 @ cdecl wined3d_stateblock_set_vertex_shader(ptr ptr)
307 @ cdecl wined3d_stateblock_set_viewport(ptr ptr)
308 @ cdecl wined3d_stateblock_set_vs_consts_b(ptr long long ptr)
309 @ cdecl wined3d_stateblock_set_vs_consts_f(ptr long long ptr)
310 @ cdecl wined3d_stateblock_set_vs_consts_i(ptr long long ptr)
312 @ cdecl wined3d_swapchain_create(ptr ptr ptr ptr ptr ptr)
313 @ cdecl wined3d_swapchain_decref(ptr)
314 @ cdecl wined3d_swapchain_get_back_buffer(ptr long)
315 @ cdecl wined3d_swapchain_get_device(ptr)
316 @ cdecl wined3d_swapchain_get_display_mode(ptr ptr ptr)
317 @ cdecl wined3d_swapchain_get_front_buffer_data(ptr ptr long)
318 @ cdecl wined3d_swapchain_get_gamma_ramp(ptr ptr)
319 @ cdecl wined3d_swapchain_get_parent(ptr)
320 @ cdecl wined3d_swapchain_get_desc(ptr ptr)
321 @ cdecl wined3d_swapchain_get_raster_status(ptr ptr)
322 @ cdecl wined3d_swapchain_get_state(ptr)
323 @ cdecl wined3d_swapchain_incref(ptr)
324 @ cdecl wined3d_swapchain_present(ptr ptr ptr ptr long long)
325 @ cdecl wined3d_swapchain_resize_buffers(ptr long long long long long long)
326 @ cdecl wined3d_swapchain_set_gamma_ramp(ptr long ptr)
327 @ cdecl wined3d_swapchain_set_palette(ptr ptr)
328 @ cdecl wined3d_swapchain_set_window(ptr ptr)
330 @ cdecl wined3d_swapchain_state_create(ptr ptr ptr ptr ptr)
331 @ cdecl wined3d_swapchain_state_destroy(ptr)
332 @ cdecl wined3d_swapchain_state_is_windowed(ptr)
333 @ cdecl wined3d_swapchain_state_resize_target(ptr ptr)
334 @ cdecl wined3d_swapchain_state_set_fullscreen(ptr ptr ptr)
336 @ cdecl wined3d_texture_add_dirty_region(ptr long ptr)
337 @ cdecl wined3d_texture_create(ptr ptr long long long ptr ptr ptr ptr)
338 @ cdecl wined3d_texture_decref(ptr)
339 @ cdecl wined3d_texture_from_resource(ptr)
340 @ cdecl wined3d_texture_get_dc(ptr long ptr)
341 @ cdecl wined3d_texture_get_level_count(ptr)
342 @ cdecl wined3d_texture_get_lod(ptr)
343 @ cdecl wined3d_texture_get_overlay_position(ptr long ptr ptr)
344 @ cdecl wined3d_texture_get_parent(ptr)
345 @ cdecl wined3d_texture_get_pitch(ptr long ptr ptr)
346 @ cdecl wined3d_texture_get_resource(ptr)
347 @ cdecl wined3d_texture_get_sub_resource_desc(ptr long ptr)
348 @ cdecl wined3d_texture_get_sub_resource_parent(ptr long)
349 @ cdecl wined3d_texture_incref(ptr)
350 @ cdecl wined3d_texture_release_dc(ptr long ptr)
351 @ cdecl wined3d_texture_set_color_key(ptr long ptr)
352 @ cdecl wined3d_texture_set_lod(ptr long)
353 @ cdecl wined3d_texture_set_overlay_position(ptr long long long)
354 @ cdecl wined3d_texture_set_sub_resource_parent(ptr long ptr)
355 @ cdecl wined3d_texture_update_desc(ptr long long long long long long ptr long)
356 @ cdecl wined3d_texture_update_overlay(ptr long ptr ptr long ptr long)
358 @ cdecl wined3d_unordered_access_view_create(ptr ptr ptr ptr ptr)
359 @ cdecl wined3d_unordered_access_view_decref(ptr)
360 @ cdecl wined3d_unordered_access_view_get_parent(ptr)
361 @ cdecl wined3d_unordered_access_view_incref(ptr)
363 @ cdecl wined3d_vertex_declaration_create(ptr ptr long ptr ptr ptr)
364 @ cdecl wined3d_vertex_declaration_create_from_fvf(ptr long ptr ptr ptr)
365 @ cdecl wined3d_vertex_declaration_decref(ptr)
366 @ cdecl wined3d_vertex_declaration_get_parent(ptr)
367 @ cdecl wined3d_vertex_declaration_incref(ptr)
369 @ cdecl wined3d_extract_shader_input_signature_from_dxbc(ptr ptr long)