SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
+ SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
hr = g_pFactory->CreateSwapChain(g_pDevice, &SwapChainDesc, &g_pSwapChain);
if (FAILED(hr)) {
SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
+ SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
hr = g_pFactory->CreateSwapChain(g_pDevice, &SwapChainDesc, &g_pSwapChain);
if (FAILED(hr)) {
SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
+ SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
hr = D3D10CreateDeviceAndSwapChain1(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
static ID3D11DeviceContext * g_pDeviceContext = NULL;
-int main(int argc, char *argv[]){
+int
+main(int argc, char *argv[])
+{
HRESULT hr;
HINSTANCE hInstance = GetModuleHandle(NULL);
SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
+ SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
static const D3D_FEATURE_LEVEL FeatureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
IDirect3DDevice8::SetVertexShader(this = <pDevice>, Handle = 66) = D3D_OK
IDirect3DDevice8::DrawPrimitiveUP(this = <pDevice>, PrimitiveType = D3DPT_TRIANGLELIST, PrimitiveCount = 1, pVertexStreamZeroData = blob(48), VertexStreamZeroStride = 16) = D3D_OK
IDirect3DDevice8::EndScene(this = <pDevice>) = D3D_OK
-IDirect3DDevice8::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
+<present> IDirect3DDevice8::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
IDirect3DDevice8::Release(this = <pDevice>) = 0
IDirect3D8::Release(this = <pD3D>) = 0
g_PresentationParameters.BackBufferHeight = WindowHeight;
}
g_PresentationParameters.BackBufferCount = 1;
- g_PresentationParameters.SwapEffect = D3DSWAPEFFECT_FLIP;
+ g_PresentationParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (!Windowed) {
g_PresentationParameters.BackBufferFormat = D3DFMT_X8R8G8B8;
} else {
Direct3DCreate9(SDKVersion = 32) = <pD3D>
IDirect3D9::GetDeviceCaps(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, pCaps = &<Caps>) = D3D_OK
-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
+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_DISCARD, hDeviceWindow = <hWnd>, Windowed = TRUE, EnableAutoDepthStencil = FALSE, AutoDepthStencilFormat = D3DFMT_UNKNOWN, Flags = 0, FullScreen_RefreshRateInHz = 0, PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE}, ppReturnedDeviceInterface = &<pDevice>) = D3D_OK
IDirect3DDevice9::Clear(this = <pDevice>, Count = 0, pRects = NULL, Flags = D3DCLEAR_TARGET, Color = 0xff4c194c, Z = 1, Stencil = 0) = D3D_OK
IDirect3DDevice9::BeginScene(this = <pDevice>) = D3D_OK
IDirect3DDevice9::SetRenderState(this = <pDevice>, State = D3DRS_LIGHTING, Value = FALSE) = D3D_OK