1 Direct3DCreate9(SDKVersion = 32) = <pD3D>
2 IDirect3D9::GetDeviceCaps(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, pCaps = &<Caps>) = D3D_OK
3 IDirect3D9::CreateDevice(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, hFocusWindow = <hWnd>, BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING, pPresentationParameters = &{BackBufferWidth = 250, BackBufferHeight = 250, BackBufferFormat = D3DFMT_X8R8G8B8, BackBufferCount = 1, MultiSampleType = D3DMULTISAMPLE_NONE, MultiSampleQuality = 0, SwapEffect = D3DSWAPEFFECT_FLIP, hDeviceWindow = <hWnd>, Windowed = TRUE, EnableAutoDepthStencil = FALSE, AutoDepthStencilFormat = D3DFMT_UNKNOWN, Flags = 0, FullScreen_RefreshRateInHz = 0, PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE}, ppReturnedDeviceInterface = &<pDevice>) = D3D_OK
4 IDirect3DDevice9::Clear(this = <pDevice>, Count = 0, pRects = NULL, Flags = D3DCLEAR_TARGET, Color = 0xff4c194c, Z = 1, Stencil = 0) = D3D_OK
5 IDirect3DDevice9::BeginScene(this = <pDevice>) = D3D_OK
6 IDirect3DDevice9::SetRenderState(this = <pDevice>, State = D3DRS_LIGHTING, Value = FALSE) = D3D_OK
7 IDirect3DDevice9::SetRenderState(this = <pDevice>, State = D3DRS_CULLMODE, Value = D3DCULL_NONE) = D3D_OK
8 IDirect3DDevice9::SetFVF(this = <pDevice>, FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE) = D3D_OK
9 IDirect3DDevice9::DrawPrimitiveUP(this = <pDevice>, PrimitiveType = D3DPT_TRIANGLELIST, PrimitiveCount = 1, pVertexStreamZeroData = blob(48), VertexStreamZeroStride = 16) = D3D_OK
10 IDirect3DDevice9::EndScene(this = <pDevice>) = D3D_OK
11 IDirect3DDevice9::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
12 IDirect3DDevice9::Release(this = <pDevice>) = 0
13 IDirect3D9::Release(this = <pD3D>) = 0