D3D10CreateDeviceAndSwapChain1(pAdapter = NULL, DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, HardwareLevel = D3D10_FEATURE_LEVEL_10_0, SDKVersion = 32, 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>) = S_OK
IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &<pSurface>) = S_OK
-ID3D10Device1::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetViews>) = S_OK
+ID3D10Device1::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetView>) = S_OK
ID3D10Texture2D::Release(this = <pSurface>) = 0
-ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetViews>, pDepthStencilView = NULL)
-ID3D10Device1::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetViews>, ColorRGBA = {0.3, 0.1, 0.3, 1})
+ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetView>, pDepthStencilView = NULL)
+ID3D10Device1::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetView>, ColorRGBA = {0.3, 0.1, 0.3, 1})
ID3D10Device1::CreateVertexShader(this = <pDevice>, pShaderBytecode = "//
// Generated by Microsoft (R) D3D Shader Disassembler
//
ID3D10Device1::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D10Buffer::Release(this = <pVertexBuffer>) = 0
ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
-ID3D10RenderTargetView::Release(this = <pRenderTargetViews>) = 0
+ID3D10RenderTargetView::Release(this = <pRenderTargetView>) = 0
ID3D10Device1::IASetInputLayout(this = <pDevice>, pInputLayout = NULL)
ID3D10InputLayout::Release(this = <pInputLayout>) = 0
ID3D10Device1::VSSetShader(this = <pDevice>, pVertexShader = NULL)