CreateDXGIFactory(riid = {Data1 = 2071029484, Data2 = 8647, Data3 = 17582, Data4 = {178, 26, 201, 174, 50, 26, 227, 105}}, ppFactory = &) = S_OK IDXGIFactory::EnumAdapters(this = , Adapter = 0, ppAdapter = &) = S_OK D3D10CreateDevice(pAdapter = , DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, SDKVersion = 29, ppDevice = &) = S_OK IDXGIFactory::CreateSwapChain(this = , pDevice = , pDesc = &{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 = , Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &) = S_OK IDXGISwapChain::GetBuffer(this = , Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &) = S_OK ID3D10Device::CreateRenderTargetView(this = , pResource = , pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &) = S_OK ID3D10Texture2D::Release(this = ) = 0 ID3D10Device::OMSetRenderTargets(this = , NumViews = 1, ppRenderTargetViews = &, pDepthStencilView = NULL) ID3D10Device::ClearRenderTargetView(this = , pRenderTargetView = , ColorRGBA = {0.3, 0.1, 0.3, 1}) ID3D10Device::CreateVertexShader(this = , pShaderBytecode = "// // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // vs_4_0 dcl_input v0.xyzw dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw mov o0.xyzw, v0.xyzw mov o1.xyzw, v1.xyzw ret // Approximately 0 instruction slots used ", BytecodeLength = 320, ppVertexShader = &) = S_OK ID3D10Device::CreateInputLayout(this = , pInputElementDescs = {{SemanticName = "POSITION", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}, {SemanticName = "COLOR", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 16, InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}}, NumElements = 2, pShaderBytecodeWithInputSignature = "// // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // vs_4_0 dcl_input v0.xyzw dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw mov o0.xyzw, v0.xyzw mov o1.xyzw, v1.xyzw ret // Approximately 0 instruction slots used ", BytecodeLength = 320, ppInputLayout = &) = S_OK ID3D10Device::IASetInputLayout(this = , pInputLayout = ) ID3D10Device::CreatePixelShader(this = , pShaderBytecode = "// // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_input_ps linear v1.xyzw dcl_output o0.xyzw mov o0.xyzw, v1.xyzw ret // Approximately 0 instruction slots used ", BytecodeLength = 244, ppPixelShader = &) = S_OK ID3D10Device::VSSetShader(this = , pVertexShader = ) ID3D10Device::PSSetShader(this = , pPixelShader = ) ID3D10Device::CreateBuffer(this = , pDesc = &{ByteWidth = 96, Usage = D3D10_USAGE_DYNAMIC, BindFlags = D3D10_BIND_VERTEX_BUFFER, CPUAccessFlags = D3D10_CPU_ACCESS_WRITE, MiscFlags = 0x0}, pInitialData = NULL, ppBuffer = &) = S_OK ID3D10Buffer::Map(this = , MapType = D3D10_MAP_WRITE_DISCARD, MapFlags = 0x0, ppData = &) = S_OK memcpy(dest = , src = blob(96), n = 96) ID3D10Buffer::Unmap(this = ) ID3D10Device::IASetVertexBuffers(this = , StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &, pStrides = &32, pOffsets = &0) ID3D10Device::RSSetViewports(this = , NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1}) ID3D10Device::CreateRasterizerState(this = , pRasterizerDesc = &{FillMode = D3D10_FILL_SOLID, CullMode = D3D10_CULL_NONE, FrontCounterClockwise = TRUE, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, DepthClipEnable = TRUE, ScissorEnable = FALSE, MultisampleEnable = FALSE, AntialiasedLineEnable = FALSE}, ppRasterizerState = &) = S_OK ID3D10Device::RSSetState(this = , pRasterizerState = ) ID3D10Device::IASetPrimitiveTopology(this = , Topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) ID3D10Device::Draw(this = , VertexCount = 3, StartVertexLocation = 0) IDXGISwapChain::Present(this = , SyncInterval = 0, Flags = 0x0) = S_OK ID3D10Device::IASetVertexBuffers(this = , StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0) ID3D10Buffer::Release(this = ) = 0 ID3D10Device::OMSetRenderTargets(this = , NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL) ID3D10RenderTargetView::Release(this = ) = 0 ID3D10Device::IASetInputLayout(this = , pInputLayout = NULL) ID3D10InputLayout::Release(this = ) = 0 ID3D10Device::VSSetShader(this = , pVertexShader = NULL) ID3D10VertexShader::Release(this = ) = 0 ID3D10Device::PSSetShader(this = , pPixelShader = NULL) ID3D10PixelShader::Release(this = ) = 0 ID3D10Device::RSSetState(this = , pRasterizerState = NULL) ID3D10RasterizerState::Release(this = ) = 0 IDXGISwapChain::Release(this = ) = 0 ID3D10Device::Release(this = ) = 0