private static void DoneDevice()
        {
            MyHwBuffers.Destroy(ref m_ib);
            MyHwBuffers.Destroy(ref m_activeListConstantBuffer);

            if (m_indirectDrawArgsBuffer != null)
            {
                m_indirectDrawArgsBuffer.Release(); m_indirectDrawArgsBuffer = null;
            }

#if DEBUG
            if (m_debugCounterBuffer != null)
            {
                m_debugCounterBuffer.Release(); m_debugCounterBuffer = null;
            }
#endif
            if (m_aliveIndexBuffer != null)
            {
                m_aliveIndexBuffer.Release(); m_aliveIndexBuffer = null;
            }
            if (m_deadListBuffer != null)
            {
                m_deadListBuffer.Release(); m_deadListBuffer = null;
            }
            if (m_skippedParticleCountBuffer != null)
            {
                m_skippedParticleCountBuffer.Release(); m_skippedParticleCountBuffer = null;
            }
            if (m_particleBuffer != null)
            {
                m_particleBuffer.Release(); m_particleBuffer = null;
            }
            MyHwBuffers.Destroy(ref m_emitterConstantBuffer);
            MyHwBuffers.Destroy(ref m_emitterStructuredBuffer);
        }
        private static void InitDevice()
        {
            m_particleBuffer = new MyRWStructuredBuffer(MyGPUEmitters.MAX_PARTICLES, PARTICLE_STRIDE, MyRWStructuredBuffer.UAVType.Default, true, "MyGPUParticleRenderer::particleBuffer");
            m_deadListBuffer = new MyRWStructuredBuffer(MyGPUEmitters.MAX_PARTICLES, sizeof(uint), MyRWStructuredBuffer.UAVType.Append, false, "MyGPUParticleRenderer::deadListBuffer");
            m_skippedParticleCountBuffer = new MyRWStructuredBuffer(1, sizeof(uint), MyRWStructuredBuffer.UAVType.Counter, true, "MyGPUParticleRenderer::skippedParticleCountBuffer");
#if DEBUG
            // Create a staging buffer that is used to read GPU atomic counter into that can then be mapped for reading 
            // back to the CPU for debugging purposes
            m_debugCounterBuffer = new MyReadStructuredBuffer(1, sizeof(uint), "MyGPUParticleRenderer::debugCounterBuffer");
#endif
            var description = new SharpDX.Direct3D11.BufferDescription(4 * sizeof(uint),
                SharpDX.Direct3D11.ResourceUsage.Default, SharpDX.Direct3D11.BindFlags.ConstantBuffer, SharpDX.Direct3D11.CpuAccessFlags.None, 
                SharpDX.Direct3D11.ResourceOptionFlags.None, sizeof(uint));
            m_activeListConstantBuffer = MyHwBuffers.CreateConstantsBuffer(description, "MyGPUParticleRenderer::activeListConstantBuffer");

            m_emitterConstantBuffer = MyHwBuffers.CreateConstantsBuffer(EMITTERCONSTANTBUFFER_SIZE, "MyGPUParticleRenderer::emitterConstantBuffer");
            m_emitterStructuredBuffer = MyHwBuffers.CreateStructuredBuffer(MyGPUEmitters.MAX_LIVE_EMITTERS, EMITTERDATA_SIZE, true, null, 
                "MyGPUParticleRenderer::emitterStructuredBuffer");

            m_aliveIndexBuffer = new MyRWStructuredBuffer(MyGPUEmitters.MAX_PARTICLES, sizeof(float), MyRWStructuredBuffer.UAVType.Counter, true,
                "MyGPUParticleRenderer::aliveIndexBuffer");

            m_indirectDrawArgsBuffer = new MyIndirectArgsBuffer(5, sizeof(uint), "MyGPUParticleRenderer::indirectDrawArgsBuffer");

            unsafe
            {
                uint[] indices = new uint[MyGPUEmitters.MAX_PARTICLES * 6];
                for (uint i = 0, index = 0, vertex = 0; i < MyGPUEmitters.MAX_PARTICLES; i++)
                {
                    indices[index + 0] = vertex + 0;
                    indices[index + 1] = vertex + 1;
                    indices[index + 2] = vertex + 2;

                    indices[index + 3] = vertex + 2;
                    indices[index + 4] = vertex + 1;
                    indices[index + 5] = vertex + 3;

                    vertex += 4;
                    index += 6;
                }
                fixed (uint* ptr = indices)
                {
                    m_ib = MyHwBuffers.CreateIndexBuffer(MyGPUEmitters.MAX_PARTICLES * 6, SharpDX.DXGI.Format.R32_UInt,
                        SharpDX.Direct3D11.BindFlags.IndexBuffer, SharpDX.Direct3D11.ResourceUsage.Immutable, new IntPtr(ptr), "MyGPUParticleRenderer::indexBuffer");
                }
            }

            //MyRender11.BlendAlphaPremult
        }