private static void Main() { var form = new RenderForm("SharpDX - MiniTri Direct2D - Direct3D 10 Sample"); // SwapChain description var desc = new SwapChainDescription() { BufferCount = 1, ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm), IsWindowed = true, OutputHandle = form.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; // Create Device and SwapChain Device1 device; SwapChain swapChain; Device1.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport, desc, FeatureLevel.Level_10_0, out device, out swapChain); var d2dFactory = new SharpDX.Direct2D1.Factory(); int width = form.ClientSize.Width; int height = form.ClientSize.Height; var rectangleGeometry = new RoundedRectangleGeometry(d2dFactory, new RoundedRect() { RadiusX = 32, RadiusY = 32, Rect = new RectangleF(128, 128, width - 128, height - 128) }); // Ignore all windows events Factory factory = swapChain.GetParent <Factory>(); factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll); // New RenderTargetView from the backbuffer Texture2D backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0); var renderView = new RenderTargetView(device, backBuffer); Surface surface = backBuffer.QueryInterface <Surface>(); var d2dRenderTarget = new RenderTarget(d2dFactory, surface, new RenderTargetProperties(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied))); var solidColorBrush = new SolidColorBrush(d2dRenderTarget, new Color4(1, 1, 1, 1)); Stopwatch stopwatch = new Stopwatch(); stopwatch.Start(); // Main loop RenderLoop.Run(form, () => { d2dRenderTarget.BeginDraw(); d2dRenderTarget.Clear(new Color4(1.0f, 0.0f, 0.0f, 0.0f)); solidColorBrush.Color = new Color4((float)Math.Abs(Math.Cos(stopwatch.ElapsedMilliseconds * .001)), 1, 1, 1); d2dRenderTarget.FillGeometry(rectangleGeometry, solidColorBrush, null); d2dRenderTarget.EndDraw(); swapChain.Present(0, PresentFlags.None); }); // Release all resources renderView.Release(); backBuffer.Release(); device.ClearState(); device.Flush(); device.Release(); device.Release(); swapChain.Release(); factory.Release(); }