1 D3D11CreateDeviceAndSwapChain(pAdapter = NULL, DriverType = D3D_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, pFeatureLevels = {D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}, FeatureLevels = 3, SDKVersion = 7, pSwapChainDesc = &{BufferDesc = {Width = 250, Height = 250, RefreshRate = {Numerator = 60, Denominator = 1}, Format = DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling = DXGI_MODE_SCALING_UNSPECIFIED}, SampleDesc = {Count = 1, Quality = 0}, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = 2, OutputWindow = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>, pFeatureLevel = NULL, ppImmediateContext = &<pDeviceContext>) = S_OK
2 IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 1863690994, Data2 = 53768, Data3 = 20105, Data4 = {154, 180, 72, 149, 53, 211, 79, 156}}, ppSurface = &<pSurface>) = S_OK
3 ID3D11Device::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetView>) = S_OK
4 ID3D11Texture2D::Release(this = <pSurface>) = 0
5 ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetView>, pDepthStencilView = NULL)
6 ID3D11DeviceContext::ClearRenderTargetView(this = <pDeviceContext>, pRenderTargetView = <pRenderTargetView>, ColorRGBA = {0.3, 0.1, 0.3, 1})
7 ID3D11Device::CreateVertexShader(this = <pDevice>, pShaderBytecode = "//
8 // Generated by Microsoft (R) D3D Shader Disassembler
13 // Name Index Mask Register SysValue Format Used
14 // -------------------- ----- ------ -------- -------- ------- ------
15 // POSITION 0 xyzw 0 NONE float xyzw
16 // COLOR 0 xyzw 1 NONE float xyzw
21 // Name Index Mask Register SysValue Format Used
22 // -------------------- ----- ------ -------- -------- ------- ------
23 // SV_POSITION 0 xyzw 0 POS float xyzw
24 // COLOR 0 xyzw 1 NONE float xyzw
29 dcl_output_siv o0.xyzw, position
34 // Approximately 0 instruction slots used
35 ", BytecodeLength = 320, pClassLinkage = NULL, ppVertexShader = &<pVertexShader>) = S_OK
36 ID3D11Device::CreateInputLayout(this = <pDevice>, pInputElementDescs = {{SemanticName = "POSITION", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}, {SemanticName = "COLOR", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 16, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}}, NumElements = 2, pShaderBytecodeWithInputSignature = "//
37 // Generated by Microsoft (R) D3D Shader Disassembler
42 // Name Index Mask Register SysValue Format Used
43 // -------------------- ----- ------ -------- -------- ------- ------
44 // POSITION 0 xyzw 0 NONE float xyzw
45 // COLOR 0 xyzw 1 NONE float xyzw
50 // Name Index Mask Register SysValue Format Used
51 // -------------------- ----- ------ -------- -------- ------- ------
52 // SV_POSITION 0 xyzw 0 POS float xyzw
53 // COLOR 0 xyzw 1 NONE float xyzw
58 dcl_output_siv o0.xyzw, position
63 // Approximately 0 instruction slots used
64 ", BytecodeLength = 320, ppInputLayout = &<pInputLayout>) = S_OK
65 ID3D11DeviceContext::IASetInputLayout(this = <pDeviceContext>, pInputLayout = <pInputLayout>)
66 ID3D11Device::CreatePixelShader(this = <pDevice>, pShaderBytecode = "//
67 // Generated by Microsoft (R) D3D Shader Disassembler
72 // Name Index Mask Register SysValue Format Used
73 // -------------------- ----- ------ -------- -------- ------- ------
74 // SV_POSITION 0 xyzw 0 POS float
75 // COLOR 0 xyzw 1 NONE float xyzw
80 // Name Index Mask Register SysValue Format Used
81 // -------------------- ----- ------ -------- -------- ------- ------
82 // SV_Target 0 xyzw 0 TARGET float xyzw
85 dcl_input_ps linear v1.xyzw
89 // Approximately 0 instruction slots used
90 ", BytecodeLength = 244, pClassLinkage = NULL, ppPixelShader = &<pPixelShader>) = S_OK
91 ID3D11DeviceContext::VSSetShader(this = <pDeviceContext>, pVertexShader = <pVertexShader>, ppClassInstances = NULL, NumClassInstances = 0)
92 ID3D11DeviceContext::PSSetShader(this = <pDeviceContext>, pPixelShader = <pPixelShader>, ppClassInstances = NULL, NumClassInstances = 0)
93 ID3D11Device::CreateBuffer(this = <pDevice>, pDesc = &{ByteWidth = 96, Usage = D3D11_USAGE_DYNAMIC, BindFlags = D3D11_BIND_VERTEX_BUFFER, CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, MiscFlags = 0x0, StructureByteStride = 0}, pInitialData = &{pSysMem = blob(96), SysMemPitch = 0, SysMemSlicePitch = 0}, ppBuffer = &<pVertexBuffer>) = S_OK
94 ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &<pVertexBuffer>, pStrides = &32, pOffsets = &0)
95 ID3D11DeviceContext::RSSetViewports(this = <pDeviceContext>, NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1})
96 ID3D11Device::CreateRasterizerState(this = <pDevice>, pRasterizerDesc = &{FillMode = D3D11_FILL_SOLID, CullMode = D3D11_CULL_NONE, FrontCounterClockwise = TRUE, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, DepthClipEnable = TRUE, ScissorEnable = FALSE, MultisampleEnable = FALSE, AntialiasedLineEnable = FALSE}, ppRasterizerState = &<pRasterizerState>) = S_OK
97 ID3D11DeviceContext::RSSetState(this = <pDeviceContext>, pRasterizerState = <pRasterizerState>)
98 ID3D11DeviceContext::IASetPrimitiveTopology(this = <pDeviceContext>, Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
99 ID3D11DeviceContext::Draw(this = <pDeviceContext>, VertexCount = 3, StartVertexLocation = 0)
100 IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
102 ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
103 ID3D11Buffer::Release(this = <pVertexBuffer>) = 0
104 ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
105 ID3D11RenderTargetView::Release(this = <pRenderTargetView>) = 0
106 ID3D11DeviceContext::IASetInputLayout(this = <pDeviceContext>, pInputLayout = NULL)
107 ID3D11InputLayout::Release(this = <pInputLayout>) = 0
108 ID3D11DeviceContext::VSSetShader(this = <pDeviceContext>, pVertexShader = NULL, ppClassInstances = NULL, NumClassInstances = 0)
109 ID3D11VertexShader::Release(this = <pVertexShader>) = 0
110 ID3D11DeviceContext::PSSetShader(this = <pDeviceContext>, pPixelShader = NULL, ppClassInstances = NULL, NumClassInstances = 0)
111 ID3D11PixelShader::Release(this = <pPixelShader>) = 0
112 ID3D11DeviceContext::RSSetState(this = <pDeviceContext>, pRasterizerState = NULL)
113 ID3D11RasterizerState::Release(this = <pRasterizerState>) = 0
114 IDXGISwapChain::Release(this = <pSwapChain>) = 0
115 ID3D11DeviceContext::Release(this = <pDeviceContext>) = 0
116 ID3D11Device::Release(this = <pDevice>) = 0