dxgiDevice.Release();
dxgiFactory.Release();
ID3D11Texture2D backBuffer = swapChain.GetBuffer(0, ID3D11Texture2D.class);
final ID3D11RenderTargetView rtView = device.CreateRenderTargetView(backBuffer, null);
backBuffer.Release();
immediateContext.OMSetRenderTargets(rtView, null);
immediateContext.RSSetViewport(new D3D11_VIEWPORT(frame.getWidth(), frame.getHeight()));
// Shader