The shader objects are created with methods on the ID3D11Device1 interface, such as ID3D11Device1::CreateVertexShader and ID3D11Device1::CreatePixelShader. Reviewing the Direct3D 11 shader pipeline This topic attempts to map common OpenGL ES 2.0 shader pipeline API patterns to the Direct3D 11 equivalents in these interfaces. In terms of API design, however, the major components for creating and managing the shader stages are parts of two primary interfaces, ID3D11Device1 and ID3D11DeviceContext1. Conceptually, the Direct3D 11 shader pipeline is very similar to the one in OpenGL ES 2.0.