Exemple #1
0
        public Handle <Sampler> Create(SamplerCreation args)
        {
            var handle = _resourcePool.CreateResource();

            if (!handle.IsValid())
            {
                throw new InvalidOperationException("Failed to Create a Sampler Handle");
            }
            Logger.Trace <SamplerManager>($"Creating sampler with filter {args.Filter} and comparison func {args.ComparisonFunc}");

            var sampler = _resourcePool.GetResourcePointer(handle);

            sampler->Handle         = handle;
            sampler->Filter         = args.Filter;
            sampler->AddressU       = args.AddressU;
            sampler->AddressV       = args.AddressV;
            sampler->AddressW       = args.AddressW;
            sampler->ComparisonFunc = args.ComparisonFunc;

            var desc = new D3D11_SAMPLER_DESC
            {
                Filter         = (D3D11_FILTER)args.Filter,
                AddressU       = (D3D11_TEXTURE_ADDRESS_MODE)args.AddressU,
                AddressV       = (D3D11_TEXTURE_ADDRESS_MODE)args.AddressV,
                AddressW       = (D3D11_TEXTURE_ADDRESS_MODE)args.AddressW,
                ComparisonFunc = (D3D11_COMPARISON_FUNC)args.ComparisonFunc
            };

            Common.CheckAndThrow(_device->CreateSamplerState(&desc, &sampler->SamplerState), nameof(ID3D11Device.CreateSamplerState));

            return(handle);
        }
        public virtual void GetDesc(
            out D3D11_SAMPLER_DESC pDesc
            )
        {
            var fp = GetFunctionPointer(7);

            if (m_GetDescFunc == null)
            {
                m_GetDescFunc = (GetDescFunc)Marshal.GetDelegateForFunctionPointer(fp, typeof(GetDescFunc));
            }

            m_GetDescFunc(m_ptr, out pDesc);
        }
Exemple #3
0
        public virtual int CreateSamplerState(
            ref D3D11_SAMPLER_DESC pSamplerDesc,
            out ID3D11SamplerState ppSamplerState
            )
        {
            var fp = GetFunctionPointer(23);

            if (m_CreateSamplerStateFunc == null)
            {
                m_CreateSamplerStateFunc = (CreateSamplerStateFunc)Marshal.GetDelegateForFunctionPointer(fp, typeof(CreateSamplerStateFunc));
            }
            ppSamplerState = new ID3D11SamplerState();
            return(m_CreateSamplerStateFunc(m_ptr, ref pSamplerDesc, out ppSamplerState.PtrForNew));
        }
Exemple #4
0
        private void Init()
        {
            // this code is ported from https://gist.github.com/d7samurai/261c69490cce0620d0bfc93003cd1052
            var fac   = DXGIFunctions.CreateDXGIFactory2();
            var flags = D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if DEBUG
            flags |= D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_DEBUG;
#endif

            var d3D11Device = D3D11Functions.D3D11CreateDevice(null, D3D_DRIVER_TYPE.D3D_DRIVER_TYPE_HARDWARE, flags, out _deviceContext);

            var mt = d3D11Device.As <ID3D11Multithread>();
            mt?.SetMultithreadProtected(true);

            var desc = new DXGI_SWAP_CHAIN_DESC1();
            desc.Format           = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
            desc.SampleDesc.Count = 1;
            desc.BufferUsage      = Constants.DXGI_USAGE_RENDER_TARGET_OUTPUT;
            desc.BufferCount      = 2;

            // note: this causes a warning in debug
            // DXGI WARNING: IDXGIFactory::CreateSwapChain: Blt-model swap effects (DXGI_SWAP_EFFECT_DISCARD and DXGI_SWAP_EFFECT_SEQUENTIAL) are legacy swap effects that are predominantly superceded by their flip-model counterparts (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD). Please consider updating your application to leverage flip-model swap effects to benefit from modern presentation enhancements. More information is available at http://aka.ms/dxgiflipmodel. [ MISCELLANEOUS WARNING #294: ]
            _swapChain = fac.CreateSwapChainForHwnd <IDXGISwapChain1>(d3D11Device, Handle, desc);
            var frameBuffer = _swapChain.GetBuffer <ID3D11Texture2D>(0);
            _renderTargetView = d3D11Device.CreateRenderTargetView(frameBuffer);

            frameBuffer.Object.GetDesc(out var depthBufferDesc);
            _width  = depthBufferDesc.Width;
            _height = depthBufferDesc.Height;

            depthBufferDesc.Format    = DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT;
            depthBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_DEPTH_STENCIL;
            var depthBuffer = d3D11Device.CreateTexture2D <ID3D11Texture2D>(depthBufferDesc);

            _depthBufferView = d3D11Device.CreateDepthStencilView(depthBuffer);

            var vsBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "vs_main", "vs_5_0");
            _vertexShader = d3D11Device.CreateVertexShader(vsBlob);

            var inputElements = new D3D11_INPUT_ELEMENT_DESC[] {
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "POS", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT
                },
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "NOR", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT)
                },
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "TEX", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT)
                },
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "COL", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT)
                },
            };
            _inputLayout = d3D11Device.CreateInputLayout(inputElements, vsBlob);

            var psBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "ps_main", "ps_5_0");
            _pixelShader = d3D11Device.CreatePixelShader(psBlob);

            var rasterizerDesc = new D3D11_RASTERIZER_DESC();
            rasterizerDesc.FillMode = D3D11_FILL_MODE.D3D11_FILL_SOLID;
            rasterizerDesc.CullMode = D3D11_CULL_MODE.D3D11_CULL_BACK;
            _rasterizerState        = d3D11Device.CreateRasterizerState(rasterizerDesc);

            var samplerDesc = new D3D11_SAMPLER_DESC();
            samplerDesc.Filter         = D3D11_FILTER.D3D11_FILTER_MIN_MAG_MIP_POINT;
            samplerDesc.AddressU       = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER;
            samplerDesc.AddressV       = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER;
            samplerDesc.AddressW       = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER;
            samplerDesc.BorderColor    = new float[4];
            samplerDesc.BorderColor[0] = 1;
            samplerDesc.BorderColor[1] = 1;
            samplerDesc.BorderColor[2] = 1;
            samplerDesc.BorderColor[3] = 1;
            samplerDesc.ComparisonFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_NEVER;
            _samplerState = d3D11Device.CreateSamplerState(samplerDesc);

            var depthStencilDesc = new D3D11_DEPTH_STENCIL_DESC();
            depthStencilDesc.DepthEnable    = true;
            depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK.D3D11_DEPTH_WRITE_MASK_ALL;
            depthStencilDesc.DepthFunc      = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_LESS;
            _depthStencilState = d3D11Device.CreateDepthStencilState(depthStencilDesc);

            var blendDesc = new D3D11_BLEND_DESC();
            blendDesc.RenderTarget = new D3D11_RENDER_TARGET_BLEND_DESC[8];
            blendDesc.RenderTarget[0].BlendEnable           = true;
            blendDesc.RenderTarget[0].SrcBlend              = D3D11_BLEND.D3D11_BLEND_SRC_ALPHA;
            blendDesc.RenderTarget[0].DestBlend             = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA;
            blendDesc.RenderTarget[0].BlendOp               = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD;
            blendDesc.RenderTarget[0].SrcBlendAlpha         = D3D11_BLEND.D3D11_BLEND_ZERO;
            blendDesc.RenderTarget[0].DestBlendAlpha        = D3D11_BLEND.D3D11_BLEND_ZERO;
            blendDesc.RenderTarget[0].BlendOpAlpha          = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD;
            blendDesc.RenderTarget[0].RenderTargetWriteMask = (byte)(D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALL);
            _blendState = d3D11Device.CreateBlendState(blendDesc);

            var constantBufferDesc = new D3D11_BUFFER_DESC();
            constantBufferDesc.ByteWidth      = (uint)Marshal.SizeOf <VS_CONSTANT_BUFFER>();
            constantBufferDesc.Usage          = D3D11_USAGE.D3D11_USAGE_DYNAMIC;
            constantBufferDesc.BindFlags      = (uint)D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER;
            constantBufferDesc.CPUAccessFlags = (uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE;
            if ((constantBufferDesc.ByteWidth % 16) != 0)
            {
                throw new InvalidOperationException("Constant buffer size must be a multiple of 16.");
            }

            _constantBuffer = d3D11Device.CreateBuffer(constantBufferDesc);

            var vertexBufferDesc = new D3D11_BUFFER_DESC();
            var gc = GCHandle.Alloc(Data.VertexData, GCHandleType.Pinned);
            vertexBufferDesc.ByteWidth = (uint)Data.VertexData.SizeOf();
            vertexBufferDesc.Usage     = D3D11_USAGE.D3D11_USAGE_IMMUTABLE;
            vertexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER;

            var vertexData = new D3D11_SUBRESOURCE_DATA();
            vertexData.pSysMem = gc.AddrOfPinnedObject();
            _vertexBuffer      = d3D11Device.CreateBuffer(vertexBufferDesc, vertexData);
            gc.Free();

            var indexBufferDesc = new D3D11_BUFFER_DESC();
            gc = GCHandle.Alloc(Data.IndexData, GCHandleType.Pinned);
            indexBufferDesc.ByteWidth = (uint)Data.IndexData.SizeOf();
            indexBufferDesc.Usage     = D3D11_USAGE.D3D11_USAGE_IMMUTABLE;
            indexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_INDEX_BUFFER;

            var indexData = new D3D11_SUBRESOURCE_DATA();
            indexData.pSysMem = gc.AddrOfPinnedObject();
            _indexBuffer      = d3D11Device.CreateBuffer(indexBufferDesc, indexData);
            gc.Free();

            var textureDesc = new D3D11_TEXTURE2D_DESC();
            textureDesc.Width            = 20;
            textureDesc.Height           = 20;
            textureDesc.MipLevels        = 1;
            textureDesc.ArraySize        = 1;
            textureDesc.Format           = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
            textureDesc.SampleDesc.Count = 1;
            textureDesc.Usage            = D3D11_USAGE.D3D11_USAGE_IMMUTABLE;
            textureDesc.BindFlags        = (uint)D3D11_BIND_FLAG.D3D11_BIND_SHADER_RESOURCE;

            gc = GCHandle.Alloc(Data.TextureData, GCHandleType.Pinned);
            var textureData = new D3D11_SUBRESOURCE_DATA();
            textureData.pSysMem     = gc.AddrOfPinnedObject();
            textureData.SysMemPitch = 20 * 4; // 4 bytes per pixel
            gc.Free();

            var texture = d3D11Device.CreateTexture2D <ID3D11Texture2D>(textureDesc, textureData);
            _shaderResourceView = d3D11Device.CreateShaderResourceView(texture);
        }
Exemple #5
0
        static void InitializeDirect3D()
        {
            var desc = new DXGI_SWAP_CHAIN_DESC
            {
                BufferDesc = new DXGI_MODE_DESC
                {
                    Width  = WIDTH,
                    Height = HEIGHT,
                    Format = DXGI_FORMAT_R8G8B8A8_UNORM,
                },
                SampleDesc = new DXGI_SAMPLE_DESC
                {
                    Count = 1
                },
                BufferCount  = 1,
                Windowed     = TRUE,
                OutputWindow = form.Handle,
                BufferUsage  = DXGI_USAGE_RENDER_TARGET_OUTPUT,
                Flags        = (uint)DXGI_SWAP_CHAIN_FLAG.DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
            };

            uint creationFlags = 0;

#if DEBUG
            creationFlags |= (uint)D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_DEBUG;
#endif

            fixed(IDXGISwapChain **swapchain = &_swapchain)
            fixed(ID3D11Device **device         = &_d3dDevice)
            fixed(ID3D11DeviceContext **context = &_d3dctx)
            {
                ThrowIfFailed(D3D11CreateDeviceAndSwapChain(null,
                                                            D3D_DRIVER_TYPE_HARDWARE,
                                                            IntPtr.Zero,
                                                            creationFlags,
                                                            null,
                                                            0,
                                                            D3D11_SDK_VERSION,
                                                            &desc,
                                                            swapchain,
                                                            device,
                                                            null,
                                                            context));
            }

            ID3D10Multithread *pMultithread;
            var iid = IID_ID3D10Multithread;

            ThrowIfFailed(_d3dDevice->QueryInterface(&iid, (void **)&pMultithread));
            pMultithread->SetMultithreadProtected(TRUE);
            pMultithread->Release();

            var viewport = new D3D11_VIEWPORT
            {
                Height = HEIGHT,
                Width  = WIDTH
            };

            _d3dctx->RSSetViewports(1, &viewport);

            fixed(ID3D11Device **device = &_d3deviceVLC)
            fixed(ID3D11DeviceContext **context = &_d3dctxVLC)
            {
                ThrowIfFailed(D3D11CreateDevice(null,
                                                D3D_DRIVER_TYPE_HARDWARE,
                                                IntPtr.Zero,
                                                creationFlags | (uint)D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_VIDEO_SUPPORT, /* needed for hardware decoding */
                                                null, 0,
                                                D3D11_SDK_VERSION,
                                                device, null, context));
            }

            using ComPtr <ID3D11Resource> pBackBuffer = null;

            iid = IID_ID3D11Texture2D;
            ThrowIfFailed(_swapchain->GetBuffer(0, &iid, (void **)pBackBuffer.GetAddressOf()));

            fixed(ID3D11RenderTargetView **swapchainRenderTarget = &_swapchainRenderTarget)
            ThrowIfFailed(_d3dDevice->CreateRenderTargetView(pBackBuffer.Get(), null, swapchainRenderTarget));

            pBackBuffer.Dispose();

            fixed(ID3D11RenderTargetView **swapchainRenderTarget = &_swapchainRenderTarget)
            _d3dctx->OMSetRenderTargets(1, swapchainRenderTarget, null);

            ID3DBlob *VS, PS, pErrBlob;

            using ComPtr <ID3DBlob> vertexShaderBlob = null;

            fixed(byte *shader = Encoding.ASCII.GetBytes(DefaultShaders.HLSL))
            fixed(byte *vshader = Encoding.ASCII.GetBytes("VShader"))
            fixed(byte *vs4     = Encoding.ASCII.GetBytes("vs_4_0"))
            fixed(byte *pshader = Encoding.ASCII.GetBytes("PShader"))
            fixed(byte *ps4     = Encoding.ASCII.GetBytes("ps_4_0"))
            {
                var result = D3DCompile(shader, (nuint)DefaultShaders.HLSL.Length, null, null, null, (sbyte *)vshader, (sbyte *)vs4, 0, 0, &VS, &pErrBlob);

                if (FAILED(result) && pErrBlob != null)
                {
                    var errorMessage = Encoding.ASCII.GetString((byte *)pErrBlob->GetBufferPointer(), (int)pErrBlob->GetBufferSize());
                    Debug.WriteLine(errorMessage);
                    ThrowIfFailed(result);
                }

                result = D3DCompile(shader, (nuint)DefaultShaders.HLSL.Length, null, null, null, (sbyte *)pshader, (sbyte *)ps4, 0, 0, &PS, &pErrBlob);
                if (FAILED(result) && pErrBlob != null)
                {
                    var errorMessage = Encoding.ASCII.GetString((byte *)pErrBlob->GetBufferPointer(), (int)pErrBlob->GetBufferSize());
                    Debug.WriteLine(errorMessage);
                    ThrowIfFailed(result);
                }
            }

            fixed(ID3D11VertexShader **vertexShader = &pVS)
            fixed(ID3D11PixelShader **pixelShader = &pPS)
            {
                ThrowIfFailed(_d3dDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), null, vertexShader));
                ThrowIfFailed(_d3dDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), null, pixelShader));
            }

            fixed(byte *position = Encoding.ASCII.GetBytes("POSITION"))
            fixed(byte *textcoord = Encoding.ASCII.GetBytes("TEXCOORD"))
            fixed(ID3D11InputLayout **shadersInputLayout = &pShadersInputLayout)
            {
                var inputElementDescs = stackalloc D3D11_INPUT_ELEMENT_DESC[2];

                {
                    inputElementDescs[0] = new D3D11_INPUT_ELEMENT_DESC
                    {
                        SemanticName         = (sbyte *)position,
                        SemanticIndex        = 0,
                        Format               = DXGI_FORMAT_R32G32B32_FLOAT,
                        InputSlot            = 0,
                        AlignedByteOffset    = D3D11_APPEND_ALIGNED_ELEMENT,
                        InputSlotClass       = D3D11_INPUT_PER_VERTEX_DATA,
                        InstanceDataStepRate = 0
                    };

                    inputElementDescs[1] = new D3D11_INPUT_ELEMENT_DESC
                    {
                        SemanticName         = (sbyte *)textcoord,
                        SemanticIndex        = 0,
                        Format               = DXGI_FORMAT_R32G32_FLOAT,
                        InputSlot            = 0,
                        AlignedByteOffset    = D3D11_APPEND_ALIGNED_ELEMENT,
                        InputSlotClass       = D3D11_INPUT_PER_VERTEX_DATA,
                        InstanceDataStepRate = 0
                    };
                }

                ThrowIfFailed(_d3dDevice->CreateInputLayout(inputElementDescs, 2, VS->GetBufferPointer(), VS->GetBufferSize(), shadersInputLayout));
            }

            var ourVerticles = new ShaderInput[4];

            ourVerticles[0] = new ShaderInput
            {
                position = new Position
                {
                    x = BORDER_LEFT,
                    y = BORDER_BOTTOM,
                    z = 0.0f
                },
                texture = new Texture {
                    x = 0.0f, y = 1.0f
                }
            };

            ourVerticles[1] = new ShaderInput
            {
                position = new Position
                {
                    x = BORDER_RIGHT,
                    y = BORDER_BOTTOM,
                    z = 0.0f
                },
                texture = new Texture {
                    x = 1.0f, y = 1.0f
                }
            };

            ourVerticles[2] = new ShaderInput
            {
                position = new Position
                {
                    x = BORDER_RIGHT,
                    y = BORDER_TOP,
                    z = 0.0f
                },
                texture = new Texture {
                    x = 1.0f, y = 0.0f
                }
            };

            ourVerticles[3] = new ShaderInput
            {
                position = new Position
                {
                    x = BORDER_LEFT,
                    y = BORDER_TOP,
                    z = 0.0f
                },
                texture = new Texture {
                    x = 0.0f, y = 0.0f
                }
            };

            var verticlesSize = (uint)sizeof(ShaderInput) * 4;

            var bd = new D3D11_BUFFER_DESC
            {
                Usage          = D3D11_USAGE_DYNAMIC,
                ByteWidth      = verticlesSize,
                BindFlags      = (uint)D3D11_BIND_VERTEX_BUFFER,
                CPUAccessFlags = (uint)D3D11_CPU_ACCESS_WRITE
            };

            pVertexBuffer      = CreateBuffer(bd);
            vertexBufferStride = Marshal.SizeOf(ourVerticles[0]);

            D3D11_MAPPED_SUBRESOURCE ms;

            ID3D11Resource *res;
            iid = IID_ID3D11Resource;

            ThrowIfFailed(pVertexBuffer->QueryInterface(&iid, (void **)&res));

            ThrowIfFailed(_d3dctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
            for (var i = 0; i < ourVerticles.Length; i++)
            {
                Marshal.StructureToPtr(ourVerticles[i], (IntPtr)ms.pData + (i * vertexBufferStride), false);
            }
            //Buffer.MemoryCopy(ms.pData, ourVerticles, verticlesSize, verticlesSize);
            _d3dctx->Unmap(res, 0);

            quadIndexCount = 6;

            var bufferDesc = new D3D11_BUFFER_DESC
            {
                Usage          = D3D11_USAGE_DYNAMIC,
                ByteWidth      = sizeof(ushort) * quadIndexCount,
                BindFlags      = (uint)D3D11_BIND_INDEX_BUFFER,
                CPUAccessFlags = (uint)D3D11_CPU_ACCESS_WRITE
            };

            pIndexBuffer = CreateBuffer(bufferDesc);

            ThrowIfFailed(pIndexBuffer->QueryInterface(&iid, (void **)&res));

            ThrowIfFailed(_d3dctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
            Marshal.WriteInt16((IntPtr)ms.pData, 0 * sizeof(ushort), 3);
            Marshal.WriteInt16((IntPtr)ms.pData, 1 * sizeof(ushort), 1);
            Marshal.WriteInt16((IntPtr)ms.pData, 2 * sizeof(ushort), 0);
            Marshal.WriteInt16((IntPtr)ms.pData, 3 * sizeof(ushort), 2);
            Marshal.WriteInt16((IntPtr)ms.pData, 4 * sizeof(ushort), 1);
            Marshal.WriteInt16((IntPtr)ms.pData, 5 * sizeof(ushort), 3);

            _d3dctx->Unmap(res, 0);

            _d3dctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
            _d3dctx->IASetInputLayout(pShadersInputLayout);
            uint offset = 0;

            var vv = (uint)vertexBufferStride;

            fixed(ID3D11Buffer **buffer = &pVertexBuffer)
            _d3dctx->IASetVertexBuffers(0, 1, buffer, &vv, &offset);

            _d3dctx->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);

            _d3dctx->VSSetShader(pVS, null, 0);
            _d3dctx->PSSetShader(pPS, null, 0);

            var samplerDesc = new D3D11_SAMPLER_DESC
            {
                Filter         = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
                AddressU       = D3D11_TEXTURE_ADDRESS_CLAMP,
                AddressV       = D3D11_TEXTURE_ADDRESS_CLAMP,
                AddressW       = D3D11_TEXTURE_ADDRESS_CLAMP,
                ComparisonFunc = D3D11_COMPARISON_ALWAYS,
                MinLOD         = 0,
                MaxLOD         = D3D11_FLOAT32_MAX
            };

            fixed(ID3D11SamplerState **ss = &samplerState)
            {
                ThrowIfFailed(_d3dDevice->CreateSamplerState(&samplerDesc, ss));
                _d3dctx->PSSetSamplers(0, 1, ss);
            }

            fixed(RTL_CRITICAL_SECTION *sl = &sizeLock)
            InitializeCriticalSection(sl);
        }