immediateContext.IASetInputLayout(layout);
immediateContext.VSSetShader(pointerTo(vs), null, 0);
immediateContext.PSSetShader(pointerTo(ps), null, 0);
immediateContext.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
immediateContext.Draw(3, 0);
swapChain.Present(0, 0);
}
});