Direct3DCreate9(SDKVersion = 32) = IDirect3D9::GetDeviceCaps(this = , Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, pCaps = &) = D3D_OK IDirect3D9::CreateDevice(this = , Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, hFocusWindow = , BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING, pPresentationParameters = &{BackBufferWidth = 250, BackBufferHeight = 250, BackBufferFormat = D3DFMT_X8R8G8B8, BackBufferCount = 1, MultiSampleType = D3DMULTISAMPLE_NONE, MultiSampleQuality = 0, SwapEffect = D3DSWAPEFFECT_FLIP, hDeviceWindow = , Windowed = TRUE, EnableAutoDepthStencil = FALSE, AutoDepthStencilFormat = D3DFMT_UNKNOWN, Flags = 0, FullScreen_RefreshRateInHz = 0, PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE}, ppReturnedDeviceInterface = &) = D3D_OK IDirect3DDevice9::Clear(this = , Count = 0, pRects = NULL, Flags = D3DCLEAR_TARGET, Color = 0xff4c194c, Z = 1, Stencil = 0) = D3D_OK IDirect3DDevice9::CreateVertexDeclaration(this = , pVertexElements = {{Stream = 0, Offset = 0, Type = D3DDECLTYPE_FLOAT4, Method = D3DDECLMETHOD_DEFAULT, Usage = D3DDECLUSAGE_POSITION, UsageIndex = 0}, {Stream = 0, Offset = 16, Type = D3DDECLTYPE_FLOAT4, Method = D3DDECLMETHOD_DEFAULT, Usage = D3DDECLUSAGE_COLOR, UsageIndex = 0}, {Stream = 255, Offset = 0, Type = D3DDECLTYPE_UNUSED, Method = D3DDECLMETHOD_DEFAULT, Usage = D3DDECLUSAGE_POSITION, UsageIndex = 0}}, ppDecl = &) = D3D_OK IDirect3DDevice9::SetVertexDeclaration(this = , pDecl = ) = D3D_OK IDirect3DDevice9::CreateVertexShader(this = , pFunction = "// // Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229 vs_2_0 dcl_position v0 dcl_color v1 mov oPos, v0 mov oD0, v1 // approximately 2 instruction slots used ", ppShader = &) = D3D_OK IDirect3DDevice9::SetVertexShader(this = , pShader = ) = D3D_OK IDirect3DDevice9::CreatePixelShader(this = , pFunction = "// // Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229 ps_2_0 dcl v0 mov oC0, v0 // approximately 1 instruction slot used ", ppShader = &) = D3D_OK IDirect3DDevice9::SetPixelShader(this = , pShader = ) = D3D_OK IDirect3DDevice9::SetRenderState(this = , State = D3DRS_CULLMODE, Value = D3DCULL_NONE) = D3D_OK IDirect3DDevice9::BeginScene(this = ) = D3D_OK IDirect3DDevice9::DrawPrimitiveUP(this = , PrimitiveType = D3DPT_TRIANGLELIST, PrimitiveCount = 1, pVertexStreamZeroData = blob(96), VertexStreamZeroStride = 32) = D3D_OK IDirect3DDevice9::EndScene(this = ) = D3D_OK IDirect3DDevice9::Present(this = , pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK IDirect3DPixelShader9::Release(this = ) = 0 IDirect3DVertexShader9::Release(this = ) = 0 IDirect3DVertexDeclaration9::Release(this = ) = 0 IDirect3DDevice9::Release(this = ) = 0 IDirect3D9::Release(this = ) = 0