Precise d3d8-10.1 reference traces.
authorJosé Fonseca <jose.r.fonseca@gmail.com>
Mon, 26 Nov 2012 19:50:35 +0000 (19:50 +0000)
committerJosé Fonseca <jose.r.fonseca@gmail.com>
Mon, 26 Nov 2012 19:50:35 +0000 (19:50 +0000)
apps/d3d10/tri.ref.txt
apps/d3d10_1/tri.ref.txt
apps/d3d8/tri.ref.txt
apps/d3d9/tri.ref.txt

index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..1f046274a5a3273933d7b17f3e87fd71cf9c4323 100644 (file)
@@ -0,0 +1,117 @@
+D3D10CreateDeviceAndSwapChain(pAdapter = NULL, DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, SDKVersion = 29, 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 = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>) = S_OK
+IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &<pSurface>) = S_OK
+ID3D10Device::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetViews>) = S_OK
+ID3D10Texture2D::Release(this = <pSurface>) = 0
+ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetViews>, pDepthStencilView = NULL)
+ID3D10Device::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetViews>, ColorRGBA = {0.3, 0.1, 0.3, 1})
+ID3D10Device::CreateVertexShader(this = <pDevice>, 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 = &<pVertexShader>) = S_OK
+ID3D10Device::CreateInputLayout(this = <pDevice>, 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 = &<pInputLayout>) = S_OK
+ID3D10Device::IASetInputLayout(this = <pDevice>, pInputLayout = <pInputLayout>)
+ID3D10Device::CreatePixelShader(this = <pDevice>, 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 = &<pPixelShader>) = S_OK
+ID3D10Device::VSSetShader(this = <pDevice>, pVertexShader = <pVertexShader>)
+ID3D10Device::PSSetShader(this = <pDevice>, pPixelShader = <pPixelShader>)
+ID3D10Device::CreateBuffer(this = <pDevice>, pDesc = &{ByteWidth = 96, Usage = D3D10_USAGE_DYNAMIC, BindFlags = D3D10_BIND_VERTEX_BUFFER, CPUAccessFlags = D3D10_CPU_ACCESS_WRITE, MiscFlags = 0x0}, pInitialData = NULL, ppBuffer = &<pVertexBuffer>) = S_OK
+ID3D10Buffer::Map(this = <pVertexBuffer>, MapType = D3D10_MAP_WRITE_DISCARD, MapFlags = 0x0, ppData = &<pMap>) = S_OK
+memcpy(dest = <pMap>, src = blob(96), n = 96)
+ID3D10Buffer::Unmap(this = <pVertexBuffer>)
+ID3D10Device::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &<pVertexBuffer>, pStrides = &32, pOffsets = &0)
+ID3D10Device::RSSetViewports(this = <pDevice>, NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1})
+ID3D10Device::CreateRasterizerState(this = <pDevice>, 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 = &<pRasterizerState>) = S_OK
+ID3D10Device::RSSetState(this = <pDevice>, pRasterizerState = <pRasterizerState>)
+ID3D10Device::IASetPrimitiveTopology(this = <pDevice>, Topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
+ID3D10Device::Draw(this = <pDevice>, VertexCount = 3, StartVertexLocation = 0)
+IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
+ID3D10Device::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
+ID3D10Buffer::Release(this = <pVertexBuffer>) = 0
+ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
+ID3D10RenderTargetView::Release(this = <pRenderTargetViews>) = 0
+ID3D10Device::IASetInputLayout(this = <pDevice>, pInputLayout = NULL)
+ID3D10InputLayout::Release(this = <pInputLayout>) = 0
+ID3D10Device::VSSetShader(this = <pDevice>, pVertexShader = NULL)
+ID3D10VertexShader::Release(this = <pVertexShader>) = 0
+ID3D10Device::PSSetShader(this = <pDevice>, pPixelShader = NULL)
+ID3D10PixelShader::Release(this = <pPixelShader>) = 0
+ID3D10Device::RSSetState(this = <pDevice>, pRasterizerState = NULL)
+ID3D10RasterizerState::Release(this = <pRasterizerState>) = 0
+IDXGISwapChain::Release(this = <pSwapChain>) = 0
+ID3D10Device::Release(this = <pDevice>) = 0
index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..a326cac7fb31f1f9dc5f48759b5c94eea3de842a 100644 (file)
@@ -0,0 +1,117 @@
+D3D10CreateDeviceAndSwapChain1(pAdapter = NULL, DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, HardwareLevel = D3D10_FEATURE_LEVEL_10_0, SDKVersion = 32, 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 = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>) = S_OK
+IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &<pSurface>) = S_OK
+ID3D10Device1::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetViews>) = S_OK
+ID3D10Texture2D::Release(this = <pSurface>) = 0
+ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetViews>, pDepthStencilView = NULL)
+ID3D10Device1::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetViews>, ColorRGBA = {0.3, 0.1, 0.3, 1})
+ID3D10Device1::CreateVertexShader(this = <pDevice>, 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 = &<pVertexShader>) = S_OK
+ID3D10Device1::CreateInputLayout(this = <pDevice>, 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 = &<pInputLayout>) = S_OK
+ID3D10Device1::IASetInputLayout(this = <pDevice>, pInputLayout = <pInputLayout>)
+ID3D10Device1::CreatePixelShader(this = <pDevice>, 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 = &<pPixelShader>) = S_OK
+ID3D10Device1::VSSetShader(this = <pDevice>, pVertexShader = <pVertexShader>)
+ID3D10Device1::PSSetShader(this = <pDevice>, pPixelShader = <pPixelShader>)
+ID3D10Device1::CreateBuffer(this = <pDevice>, pDesc = &{ByteWidth = 96, Usage = D3D10_USAGE_DYNAMIC, BindFlags = D3D10_BIND_VERTEX_BUFFER, CPUAccessFlags = D3D10_CPU_ACCESS_WRITE, MiscFlags = 0x0}, pInitialData = NULL, ppBuffer = &<pVertexBuffer>) = S_OK
+ID3D10Buffer::Map(this = <pVertexBuffer>, MapType = D3D10_MAP_WRITE_DISCARD, MapFlags = 0x0, ppData = &<pMap>) = S_OK
+memcpy(dest = <pMap>, src = blob(96), n = 96)
+ID3D10Buffer::Unmap(this = <pVertexBuffer>)
+ID3D10Device1::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &<pVertexBuffer>, pStrides = &32, pOffsets = &0)
+ID3D10Device1::RSSetViewports(this = <pDevice>, NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1})
+ID3D10Device1::CreateRasterizerState(this = <pDevice>, 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 = &<pRasterizerState>) = S_OK
+ID3D10Device1::RSSetState(this = <pDevice>, pRasterizerState = <pRasterizerState>)
+ID3D10Device1::IASetPrimitiveTopology(this = <pDevice>, Topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
+ID3D10Device1::Draw(this = <pDevice>, VertexCount = 3, StartVertexLocation = 0)
+IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
+ID3D10Device1::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
+ID3D10Buffer::Release(this = <pVertexBuffer>) = 0
+ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
+ID3D10RenderTargetView::Release(this = <pRenderTargetViews>) = 0
+ID3D10Device1::IASetInputLayout(this = <pDevice>, pInputLayout = NULL)
+ID3D10InputLayout::Release(this = <pInputLayout>) = 0
+ID3D10Device1::VSSetShader(this = <pDevice>, pVertexShader = NULL)
+ID3D10VertexShader::Release(this = <pVertexShader>) = 0
+ID3D10Device1::PSSetShader(this = <pDevice>, pPixelShader = NULL)
+ID3D10PixelShader::Release(this = <pPixelShader>) = 0
+ID3D10Device1::RSSetState(this = <pDevice>, pRasterizerState = NULL)
+ID3D10RasterizerState::Release(this = <pRasterizerState>) = 0
+IDXGISwapChain::Release(this = <pSwapChain>) = 0
+ID3D10Device1::Release(this = <pDevice>) = 0
index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..e1dae45b85d10cd0beac2ffae9b00654da63f5fe 100644 (file)
@@ -0,0 +1,14 @@
+Direct3DCreate8(SDKVersion = 220) = <pD3D>
+IDirect3D8::GetDeviceCaps(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, pCaps = &<Caps>) = D3D_OK
+IDirect3D8::GetAdapterDisplayMode(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, pMode = &{Width = 1440, Height = 900, RefreshRate = 60, Format = D3DFMT_X8R8G8B8}) = D3D_OK
+IDirect3D8::CreateDevice(this = <pD3D>, Adapter = D3DADAPTER_DEFAULT, DeviceType = D3DDEVTYPE_HAL, hFocusWindow = <hWnd>, BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING, pPresentationParameters = &{BackBufferWidth = 0, BackBufferHeight = 0, BackBufferFormat = D3DFMT_X8R8G8B8, BackBufferCount = 1, MultiSampleType = D3DMULTISAMPLE_NONE, SwapEffect = D3DSWAPEFFECT_DISCARD, hDeviceWindow = <hWnd>, Windowed = TRUE, EnableAutoDepthStencil = FALSE, AutoDepthStencilFormat = D3DFMT_UNKNOWN, Flags = 0x0, FullScreen_RefreshRateInHz = 0, FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT}, ppReturnedDeviceInterface = &<pDevice>) = D3D_OK
+IDirect3DDevice8::Clear(this = <pDevice>, Count = 0, pRects = NULL, Flags = D3DCLEAR_TARGET, Color = 0xff4c194c, Z = 1, Stencil = 0) = D3D_OK
+IDirect3DDevice8::BeginScene(this = <pDevice>) = D3D_OK
+IDirect3DDevice8::SetRenderState(this = <pDevice>, State = D3DRS_LIGHTING, Value = FALSE) = D3D_OK
+IDirect3DDevice8::SetRenderState(this = <pDevice>, State = D3DRS_CULLMODE, Value = D3DCULL_NONE) = D3D_OK
+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
+IDirect3DDevice8::Release(this = <pDevice>) = 0
+IDirect3D8::Release(this = <pD3D>) = 0
index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..fe0ee166e3172a3a1823d0a43e87f05082810374 100644 (file)
@@ -0,0 +1,13 @@
+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
+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
+IDirect3DDevice9::SetRenderState(this = <pDevice>, State = D3DRS_CULLMODE, Value = D3DCULL_NONE) = D3D_OK
+IDirect3DDevice9::SetFVF(this = <pDevice>, FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE) = D3D_OK
+IDirect3DDevice9::DrawPrimitiveUP(this = <pDevice>, PrimitiveType = D3DPT_TRIANGLELIST, PrimitiveCount = 1, pVertexStreamZeroData = blob(48), VertexStreamZeroStride = 16) = D3D_OK
+IDirect3DDevice9::EndScene(this = <pDevice>) = D3D_OK
+IDirect3DDevice9::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
+IDirect3DDevice9::Release(this = <pDevice>) = 0
+IDirect3D9::Release(this = <pD3D>) = 0