First up create the DirectX device by calling New Direct3D11.Device and then you simply call DeviceContext.Flush in place of present.
Setup the device
Dim FL As FeatureLevel() = New FeatureLevel(0) {}
FL(0) = FeatureLevel.Level_11_1
MainDevice = New Direct3D11.Device(Direct3D.DriverType.Hardware, DeviceCreationFlags.None, FL)
At the end of the frame
MainDevice.ImmediateContext.Flush
Texture creation
Dim ColorFormat As Format = Format.R8G8B8A8_UNorm
Dim BufferDesc As New Texture2DDescription() With {
.ArraySize = 1,
.BindFlags = BindFlags.RenderTarget Or BindFlags.ShaderResource,
.CpuAccessFlags = CpuAccessFlags.None,
.Format = ColorFormat,
.Height = Height,
.Width = Width,
.MipLevels = 1,
.OptionFlags = ResourceOptionFlags.None,
.SampleDescription = New SampleDescription(1, 0),
.Usage = ResourceUsage.Default
}
Dim ColorBuffer As Texture2D = New Texture2D(MainDevice, BufferDesc)
Dim ClorBufferRT AS RenderTargetView = New RenderTargetView(MainDevice, _buffer)