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
String shaders = "float4 VS( float4 Pos : POSITION ) : SV_POSITION \n" +
"{ \n" +
" return Pos; \n" +