private ShaderResourceView Create1By1Tex(Device device, Color color) { var desc2 = new Texture2DDescription { SampleDescription = new SampleDescription(1, 0), Width = 1, Height = 1, MipLevels = 1, ArraySize = 1, Format = Format.R8G8B8A8_UNorm, Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.Write }; var texture = new Texture2D(device, desc2); DataStream dataStream; var db = device.ImmediateContext.MapSubresource(texture, 0, 0, MapMode.WriteDiscard, MapFlags.None, out dataStream); dataStream.Write(color); Utilities.Dispose(ref dataStream); device.ImmediateContext.UnmapSubresource(texture, 0); return texture.AsShaderResourceView(); }