D2D1_RENDERING_CONTROLS structure (d2d1_1.h)
Describes limitations to be applied to an imaging effect renderer.
Syntax
typedef struct D2D1_RENDERING_CONTROLS {
D2D1_BUFFER_PRECISION bufferPrecision;
D2D1_SIZE_U tileSize;
} D2D1_RENDERING_CONTROLS;
Members
bufferPrecision
The buffer precision used by default if the buffer precision is not otherwise specified by the effect or by the transform.
tileSize
The tile allocation size to be used by the imaging effect renderer.
Remarks
The renderer can allocate tiles larger than the minimum tile allocation. The allocated tiles will be powers of two of the minimum size on each axis, except that the size on each axis will not exceed the guaranteed maximum texture size for the device feature level.
The "minimum pixel render extent" is the size of the square tile below which the renderer will expand the tile allocation rather than attempting to subdivide the rendering tile any further. When this threshold is reached, the allocation tile size is expanded. This might occur repeatedly until either rendering can proceed, or it is determined that the graph can't be rendered.
The buffer precision is used for intermediate buffers if it is otherwise unspecified by the effects (for example, through calling SetValue on the effect with the D2D1_PROPERTY_PRECISION property) or the internal effect topology if required. If the buffer type on the context is D2D1_BUFFER_PRECISION_UNKNOWN, and otherwise not specified by the effect or transform, then the precision of the output will be the maximum precision of the inputs to the transform. The buffer precision does not affect the number of channels used.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps] |
Header | d2d1_1.h |