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 = , Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &, ppDevice = &, pFeatureLevel = NULL, ppImmediateContext = &) = S_OK IDXGISwapChain::GetBuffer(this = , Buffer = 0, riid = {Data1 = 1863690994, Data2 = 53768, Data3 = 20105, Data4 = {154, 180, 72, 149, 53, 211, 79, 156}}, ppSurface = &) = S_OK ID3D11Device::CreateRenderTargetView(this = , pResource = , pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &) = S_OK ID3D11Texture2D::Release(this = ) = 0 ID3D11DeviceContext::OMSetRenderTargets(this = , NumViews = 1, ppRenderTargetViews = &, pDepthStencilView = NULL) ID3D11DeviceContext::ClearRenderTargetView(this = , pRenderTargetView = , ColorRGBA = {0.3, 0.1, 0.3, 1}) ID3D11Device::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, pClassLinkage = NULL, ppVertexShader = &) = S_OK ID3D11Device::CreateInputLayout(this = , 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 = "// // 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 ID3D11DeviceContext::IASetInputLayout(this = , pInputLayout = ) ID3D11Device::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, pClassLinkage = NULL, ppPixelShader = &) = S_OK ID3D11DeviceContext::VSSetShader(this = , pVertexShader = , ppClassInstances = NULL, NumClassInstances = 0) ID3D11DeviceContext::PSSetShader(this = , pPixelShader = , ppClassInstances = NULL, NumClassInstances = 0) ID3D11Device::CreateBuffer(this = , 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 = &) = S_OK ID3D11DeviceContext::IASetVertexBuffers(this = , StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &, pStrides = &32, pOffsets = &0) ID3D11DeviceContext::RSSetViewports(this = , NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1}) ID3D11Device::CreateRasterizerState(this = , 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 = &) = S_OK ID3D11DeviceContext::RSSetState(this = , pRasterizerState = ) ID3D11DeviceContext::IASetPrimitiveTopology(this = , Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) ID3D11DeviceContext::Draw(this = , VertexCount = 3, StartVertexLocation = 0) IDXGISwapChain::Present(this = , SyncInterval = 0, Flags = 0x0) = S_OK ID3D11DeviceContext::IASetVertexBuffers(this = , StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0) ID3D11Buffer::Release(this = ) = 0 ID3D11DeviceContext::OMSetRenderTargets(this = , NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL) ID3D11RenderTargetView::Release(this = ) = 0 ID3D11DeviceContext::IASetInputLayout(this = , pInputLayout = NULL) ID3D11InputLayout::Release(this = ) = 0 ID3D11DeviceContext::VSSetShader(this = , pVertexShader = NULL, ppClassInstances = NULL, NumClassInstances = 0) ID3D11VertexShader::Release(this = ) = 0 ID3D11DeviceContext::PSSetShader(this = , pPixelShader = NULL, ppClassInstances = NULL, NumClassInstances = 0) ID3D11PixelShader::Release(this = ) = 0 ID3D11DeviceContext::RSSetState(this = , pRasterizerState = NULL) ID3D11RasterizerState::Release(this = ) = 0 IDXGISwapChain::Release(this = ) = 0 ID3D11DeviceContext::Release(this = ) = 0 ID3D11Device::Release(this = ) = 0