X-Git-Url: https://git.cworth.org/git?p=apitrace-tests;a=blobdiff_plain;f=apps%2Fd3d11%2Ftri.ref.txt;h=f16d16fd14eab90edbe13273167b611cd63bfe4d;hp=e69de29bb2d1d6434b8b29ae775ad8c2e48c5391;hb=06b0dac15dd0a20178a77ff799a0ba5af5e545db;hpb=ae97a601d23b8bbbe8b10020e6e10c51ddf00e21 diff --git a/apps/d3d11/tri.ref.txt b/apps/d3d11/tri.ref.txt index e69de29..f16d16f 100644 --- a/apps/d3d11/tri.ref.txt +++ b/apps/d3d11/tri.ref.txt @@ -0,0 +1,116 @@ +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