void CreateDeviceObjects() { var vertexShaderCode = @" cbuffer vertexBuffer : register(b0) { float4x4 ProjectionMatrix; }; struct VS_INPUT { float2 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; PS_INPUT main(VS_INPUT input) { PS_INPUT output; output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); output.col = input.col; output.uv = input.uv; return output; }"; Compiler.Compile(vertexShaderCode, "main", "vs", "vs_4_0", out vertexShaderBlob, out var errorBlob); if (vertexShaderBlob == null) { throw new Exception("error compiling vertex shader"); } vertexShader = device.CreateVertexShader(vertexShaderBlob.GetBytes()); var inputElements = new[] { new InputElementDescription("POSITION", 0, Format.R32G32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElementDescription("TEXCOORD", 0, Format.R32G32_Float, 8, 0, InputClassification.PerVertexData, 0), new InputElementDescription("COLOR", 0, Format.R8G8B8A8_UNorm, 16, 0, InputClassification.PerVertexData, 0), }; inputLayout = device.CreateInputLayout(inputElements, vertexShaderBlob); var constBufferDesc = new BufferDescription { SizeInBytes = VertexConstantBufferSize, Usage = Vortice.Direct3D11.Usage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write }; constantBuffer = device.CreateBuffer(constBufferDesc); var pixelShaderCode = @"struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; sampler sampler0; Texture2D texture0; float4 main(PS_INPUT input) : SV_Target { float4 out_col = input.col * texture0.Sample(sampler0, input.uv); return out_col; }"; Compiler.Compile(pixelShaderCode, "main", "ps", "ps_4_0", out pixelShaderBlob, out errorBlob); if (pixelShaderBlob == null) { throw new Exception("error compiling pixel shader"); } pixelShader = device.CreatePixelShader(pixelShaderBlob.GetBytes()); var blendDesc = new BlendDescription { AlphaToCoverageEnable = false }; blendDesc.RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, SourceBlend = Blend.SourceAlpha, DestinationBlend = Blend.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceBlendAlpha = Blend.InverseSourceAlpha, DestinationBlendAlpha = Blend.Zero, BlendOperationAlpha = BlendOperation.Add, RenderTargetWriteMask = ColorWriteEnable.All }; blendState = device.CreateBlendState(blendDesc); var rasterDesc = new RasterizerDescription { FillMode = FillMode.Solid, CullMode = CullMode.None, ScissorEnable = true, DepthClipEnable = true }; rasterizerState = device.CreateRasterizerState(rasterDesc); var stencilOpDesc = new DepthStencilOperationDescription(StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, ComparisonFunction.Always); var depthDesc = new DepthStencilDescription { DepthEnable = false, DepthWriteMask = DepthWriteMask.All, DepthFunc = ComparisonFunction.Always, StencilEnable = false, FrontFace = stencilOpDesc, BackFace = stencilOpDesc }; depthStencilState = device.CreateDepthStencilState(depthDesc); CreateFontsTexture(); }