void Dx11TextHelper::EndText11( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3d11DeviceContext ) { // ensure our buffer size can hold our sprites UINT FontDataBytes = g_FontVertices.GetSize() * sizeof( DXUTSpriteVertex ); if( g_FontBufferBytes11 < FontDataBytes ) { SAFE_RELEASE( g_pFontBuffer11 ); g_FontBufferBytes11 = FontDataBytes; D3D11_BUFFER_DESC BufferDesc; BufferDesc.ByteWidth = g_FontBufferBytes11; BufferDesc.Usage = D3D11_USAGE_DYNAMIC; BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; BufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; BufferDesc.MiscFlags = 0; pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pFontBuffer11 ); //DXUT_SetDebugName( g_pFontBuffer11, "DXUT Text11" ); } // Copy the sprites over D3D11_BOX destRegion; destRegion.left = 0; destRegion.right = FontDataBytes; destRegion.top = 0; destRegion.bottom = 1; destRegion.front = 0; destRegion.back = 1; D3D11_MAPPED_SUBRESOURCE MappedResource; if ( S_OK == pd3d11DeviceContext->Map( g_pFontBuffer11, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ) { CopyMemory( MappedResource.pData, (void*)g_FontVertices.GetData(), FontDataBytes ); pd3d11DeviceContext->Unmap(g_pFontBuffer11, 0); } ID3D11ShaderResourceView* pOldTexture = NULL; pd3d11DeviceContext->PSGetShaderResources( 0, 1, &pOldTexture ); //pd3d11DeviceContext->PSSetShaderResources( 0, 1, &g_pFont11 ); // Draw UINT Stride = sizeof( DXUTSpriteVertex ); UINT Offset = 0; pd3d11DeviceContext->IASetVertexBuffers( 0, 1, &g_pFontBuffer11, &Stride, &Offset ); pd3d11DeviceContext->IASetIndexBuffer( NULL, DXGI_FORMAT_R16_UINT, 0 ); pd3d11DeviceContext->IASetInputLayout( g_pInputLayout11 ); pd3d11DeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); m_pFontTex->SetResource(g_pFont11); D3DX11_TECHNIQUE_DESC techDesc; g_pFontTec->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; ++p ) { g_pFontTec->GetPassByIndex( p )->Apply( 0, pd3d11DeviceContext ); pd3d11DeviceContext->Draw( g_FontVertices.GetSize(), 0 ); } pd3d11DeviceContext->PSSetShaderResources( 0, 1, &pOldTexture ); SAFE_RELEASE( pOldTexture ); g_FontVertices.Reset(); }