public void SetTexture(ShaderResourceView srv, int slot, ShaderType shaderType) { switch (shaderType) { case ShaderType.VertexShader: graphicsDevice.NatiDevice1.D3D11Device.ImmediateContext1.VertexShader.SetShaderResource(slot, srv); break; case ShaderType.PixelShader: graphicsDevice.NatiDevice1.D3D11Device.ImmediateContext1.PixelShader.SetShaderResource(slot, srv); break; case ShaderType.GeometryShader: graphicsDevice.NatiDevice1.D3D11Device.ImmediateContext1.GeometryShader.SetShaderResource(slot, srv); break; default: throw new Exception("ShaderStage not supporter yet"); } currentShaderResourceView = srv.GetHashCode(); }