private static void Main() { var form = new RenderForm("SharpDX - MiniTri Direct3D 11 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 Device device; SwapChain swapChain; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain); var context = device.ImmediateContext; // 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); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); var vertexShader = new VertexShader(device, vertexShaderByteCode); var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None); var pixelShader = new PixelShader(device, pixelShaderByteCode); // Layout from VertexShader input signature var layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] { new InputElement("POSITION",0,Format.R32G32B32A32_Float,0,0), new InputElement("COLOR",0,Format.R32G32B32A32_Float,16,0) }); // Write vertex data to a datastream var stream = new DataStream(32*3, true, true); stream.WriteRange(new[] { new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f) }); stream.Position = 0; // Instantiate Vertex buiffer from vertex data var vertices = new Buffer(device, stream, new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = 32*3, Usage = ResourceUsage.Default, StructureByteStride = 0 }); stream.Release(); // Prepare All the stages context.InputAssembler.SetInputLayout(layout); context.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleList); context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0)); context.VertexShader.Set(vertexShader); context.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f)); context.PixelShader.Set(pixelShader); context.OutputMerger.SetTargets(renderView); // Main loop RenderLoop.Run(form, () => { context.ClearRenderTargetView(renderView, new Color4(1.0f, 0.0f, 0.0f, 0.0f)); context.Draw(3, 0); swapChain.Present(0, PresentFlags.None); }); // Release all resources vertexShaderByteCode.Release(); vertexShader.Release(); pixelShaderByteCode.Release(); pixelShader.Release(); vertices.Release(); layout.Release(); renderView.Release(); backBuffer.Release(); context.ClearState(); context.Flush(); device.Release(); context.Release(); swapChain.Release(); factory.Release(); }