static void BindResources(MyRenderContext RC, bool dualSourceBlending) { if (dualSourceBlending) { RC.BindGBuffer0ForWrite(MyGBuffer.Main, DepthStencilAccess.DepthReadOnly); } else { RC.BindGBufferForWrite(MyGBuffer.Main, DepthStencilAccess.DepthReadOnly); } RC.BindSRV(0, MyGBuffer.Main.DepthStencil.Depth); RC.DeviceContext.PixelShader.SetShaderResource(1, MyRender11.m_gbuffer1Copy.ShaderView); }