public void draw(IDeviceContext context, ref Matrix4x4 worldView, ref Matrix4x4 projection) { var constants = new VsConstants(ref worldView, ref projection); context.writeBuffer(vsConstants, ref constants); // Set the pipeline state context.SetPipelineState(pipelineState); // Commit shader resources. RESOURCE_STATE_TRANSITION_MODE_TRANSITION mode makes sure that resources are transitioned to required states. context.CommitShaderResources(resourceBinding); mesh.draw(context); }