public bool Init(IntPtr WindowHandle) { var factory = DXGI.CreateDXGIFactory1 <IDXGIFactory1>(); var adapter = factory.GetAdapter1(0); var monitor = adapter.GetOutput(0); var modes = monitor.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced); var rational = new Rational(0, 1); var adapterDescription = adapter.Description; //VideoCardMemory = adapterDescription.DedicatedVideoMemory >> 10 >> 10; //VideoCardDescription = adapterDescription.Description.Trim('\0'); monitor.Dispose(); adapter.Dispose(); var swapChainDesc = new SwapChainDescription() { BufferCount = 2, BufferDescription = new ModeDescription(1920, 1080, rational, Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, OutputWindow = WindowHandle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true, Flags = SwapChainFlags.None, SwapEffect = SwapEffect.Discard }; // Create Device and DeviceContext ID3D11Device TempDevice = null; ID3D11DeviceContext TempDeviceContext = null; D3D11.D3D11CreateDevice(adapter, DriverType.Hardware, DeviceCreationFlags.None, null, out TempDevice, out TempDeviceContext); Device = TempDevice.QueryInterface <ID3D11Device1>(); DeviceContext = TempDeviceContext.QueryInterface <ID3D11DeviceContext1>(); TempDevice.Dispose(); TempDeviceContext.Dispose(); // Create SwapChain SwapChain = factory.CreateSwapChain(Device, swapChainDesc); factory.MakeWindowAssociation(WindowHandle, WindowAssociationFlags.IgnoreAltEnter); var backBuffer = SwapChain.GetBuffer <ID3D11Texture2D>(0); m_RenderTargetView = Device.CreateRenderTargetView(backBuffer); backBuffer.Dispose(); // Create blend state BlendDescription bsd = new BlendDescription() { AlphaToCoverageEnable = false,//true, IndependentBlendEnable = false, }; bsd.RenderTarget[0].BlendOperationAlpha = BlendOperation.Add; bsd.RenderTarget[0].BlendOperation = BlendOperation.Add; bsd.RenderTarget[0].DestinationBlendAlpha = Blend.One; bsd.RenderTarget[0].DestinationBlend = Blend.InverseSourceAlpha; bsd.RenderTarget[0].IsBlendEnabled = true; bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteEnable.All; bsd.RenderTarget[0].SourceBlendAlpha = Blend.Zero; bsd.RenderTarget[0].SourceBlend = Blend.SourceAlpha; bsd.AlphaToCoverageEnable = true; ID3D11BlendState bsAlpha = Device.CreateBlendState(bsd); // Set Blend State DeviceContext.OMSetBlendState(bsAlpha); BuildDepthStencilView(1920, 1080); // Create rasterizers m_RSDesc = new RasterizerDescription() { AntialiasedLineEnable = false, CullMode = CullMode.Back, DepthBias = 0, DepthBiasClamp = .0f, DepthClipEnable = false, FillMode = FillMode.Solid, FrontCounterClockwise = true, MultisampleEnable = true, ScissorEnable = false, SlopeScaledDepthBias = .0f }; m_RSCullSolid = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.CullMode = CullMode.None; m_RSSolid = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.FillMode = FillMode.Wireframe; m_RSWireFrame = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.CullMode = CullMode.Back; m_RSCullWireFrame = Device.CreateRasterizerState(m_RSDesc); UpdateRasterizer(); return(true); }