Namespace PaintDotNet.Direct2D1
Classes
- DynamicEffect
A dynamic effect is an IDynamicImage that provides metadata properties for DisplayName, Author, Category, and Description.
- DynamicImage
A dynamic image is a IDeviceImage that is similar to an effect (IDeviceEffect), but typically uses rendering techniques that are either not possible or performance-prohibitive within the context of an effect implementation.
- SampleMapRenderer
Transforms an image with a sample map. A sample map is an image (IDeviceImage) where the [x,y] (or [r,g]) component of each pixel is used for reading a sample from the input image. The w (or a) component is used as an alpha value that the sampled pixel is multiplied by (it should usually just be 1).
Multiple sample maps can be specified, and the outputs will be averaged together. This can be used to implement multisample sub-pixel antialiasing.
- Win32ErrorException
An unknown Win32 failure occurred.
Structs
- ArcSegment
Describes an elliptical arc between two points.
D2D1_ARC_SEGMENT
- BezierSegment
Represents a cubic bezier segment drawn between two points.
D2D1_BEZIER_SEGMENT
- BitmapBrushProperties
Describes the extend modes and the interpolation mode of an IBitmapBrush.
D2D1_BITMAP_BRUSH_PROPERTIES1
- BitmapProperties
This structure allows a IDeviceBitmap to be created with bitmap options and color context information available.
D2D1_BITMAP_PROPERTIES1
- BlendDescription
Defines a blend description to be used in a particular blend transform.
D2D1_BLEND_DESCRIPTION
- BlendFactor
Specifies the data for the BlendFactor property.
- DeviceContextProperties
Contains rendering options (hardware or software), pixel format, DPI information, remoting options, and Direct3D support requirements for a device context.
D2D1_RENDER_TARGET_PROPERTIES
- DevicePixelFormat
Contains the data format and alpha mode for a bitmap or device context.
See DevicePixelFormats for a list of common pre-defined values.
D2D1_PIXEL_FORMAT
- DrawingStateDescription
Describes the drawing state of a device context.
D2D1_DRAWING_STATE_DESCRIPTION1
- EffectInputDescription
Describes an effect's input for the GetEffectRequiredInputRectangles(IDeviceEffect, in RectFloat?, ReadOnlySpan<EffectInputDescription>) method.
D2D1_EFFECT_INPUT_DESCRIPTION
- Ellipse
Contains the center point, x-radius, and y-radius of an ellipse.
D2D1_ELLIPSE
- FactoryOptions
Contains the debugging level of an IDirect2DFactory object.
D2D1_FACTORY_OPTIONS
- GradientMeshPatch
Represents a tensor patch with 16 control points, 4 corner colors, and boundary flags. An IGradientMesh is made up of 1 or more gradient mesh patches.
D2D1_GRADIENT_MESH_PATCH
- GradientStop
Contains the position and color of a gradient stop.
D2D1_GRADIENT_STOP
- HwndDeviceContextProperties
Contains the HWND, pixel size, and presentation options for an IHwndDeviceContext.
D2D1_HWND_RENDER_TARGET_PROPERTIES
- ImageBrushProperties
Describes image brush features.
D2D1_IMAGE_BRUSH_PROPERTIES
- InkBezierSegment
Represents a Bezier segment to be used in the creation of an IInk object. This structure differs from BezierSegmentFloat in that it is composed of InkPoints, which contain a radius in addition to x- and y-coordinates.
D2D1_INK_BEZIER_SEGMENT
- InkPoint
Represents a point, radius pair that makes up part of a InkBezierSegment.
D2D1_INK_POINT
- InkStyleProperties
Defines the general pen tip shape and the transform used in an IDeviceInkStyle object.
D2D1_INK_STYLE_PROPERTIES
- InputDescription
Describes the options that transforms may set on input textures.
D2D1_INPUT_DESCRIPTION
- LayerParameters
Contains the content bounds, mask information, opacity settings, and other options for a layer resource.
D2D1_LAYER_PARAMETERS1
- LinearGradientBrushProperties
Contains the starting point and endpoint of the gradient axis for an ILinearGradientBrush.
D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES
- MappedRect
Describes mapped memory from the Map(MapOptions) method.
D2D1_MAPPED_RECT
- PathPointDescription
Describes a point on a path geometry.
D2D1_POINT_DESCRIPTION
- QuadraticBezierSegment
Contains the control point and end point for a quadratic Bezier segment.
D2D1_QUADRATIC_BEZIER_SEGMENT
- RadialGradientBrushProperties
Contains the gradient origin offset and the size and position of the gradient ellipse for an IRadialGradientBrush.
D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES
- ResourceTextureProperties
Defines a resource texture when the original resource texture is created.
D2D1_RESOURCE_TEXTURE_PROPERTIES
- RoundedRect
Contains the dimensions and corner radii of a rounded rectangle.
D2D1_ROUNDED_RECT
- SharedBitmapProperties
Describes the DPI and pixel format for a shared bitmap.
D2D1_BITMAP_PROPERTIES
- SimpleColorProfile
Simple description of a color space.
D2D1_SIMPLE_COLOR_PROFILE
- StrokeStyleProperties
Describes the stroke that outlines a shape.
D2D1_STROKE_STYLE_PROPERTIES1
- SvgLength
Represents an SVG length.
D2D1_SVG_LENGTH
- SvgPreserveAspectRatio
Represents all SVG preserveAspectRatio settings.
D2D1_SVG_PRESERVE_ASPECT_RATIO
- SvgViewBox
Represents an SVG viewBox.
D2D1_SVG_VIEWBOX
- Triangle
Contains the three vertices that describe a triangle.
D2D1_TRIANGLE
Interfaces
- IBitmapBrush
Paints an area with a bitmap.
ID2D1BitmapBrush1
- IBlendTransform
Provides methods to allow a blend operation to be inserted into a transform graph.
The image output of the blend transform is the same as rendering an image effect graph with these steps:- Copy the first input to the destination image.
- Render the next input on top using the blend description.
- Continue for each additional input.
- IBorderTransform
Extends the input rectangle to infinity using the specified extend modes.
ID2D1BorderTransform
- IBoundsAdjustmentTransform
A support transform for effects to modify the output rectangle of the previous effect or bitmap.
ID2D1BoundsAdjustmentTransform
- ICommandList
Represents a sequence of commands that can be recorded and played back.
ID2D1CommandList
- ICommandSink
The command sink is implemented by you for an application when you want to receive a playback of the commands recorded in a command list. A typical usage will be for transforming the command list into another format such as XPS when some degree of conversion between the Direct2D primitives and the target format is required.
The command sink interface doesn't have any resource creation methods on it. The resources are still logically bound to the Direct2D device on which the command list was created and will be passed in to the command sink implementation.
This interface corresponds to the following Direct2D interfaces: ID2D1CommandSinkID2D1CommandSink1ID2D1CommandSink2ID2D1CommandSink3ID2D1CommandSink4ID2D1CommandSink5
- ICompatibleDeviceContext
Renders to an intermediate texture created by the CreateCompatibleDeviceContext(SizeFloat?, SizeInt32?, DevicePixelFormat?, CompatibleDeviceContextOptions) method.
ID2D1BitmapRenderTarget
- IComputeInfo
Enables specification of information for a compute-shader rendering pass.
ID2D1ComputeInfo
- IConcreteTransform
Represents the set of transforms implemented by the effect-rendering system, which provides fixed-functionality.
ID2D1ConcreteTransform
- IDCDeviceContext
Issues drawing commands to a GDI device context.
ID2D1DCRenderTarget
- IDevice
Represents a resource domain whose objects and device contexts can be used together.
This interface corresponds to the follow Direct2D interfaces: ID2D1Device, ID2D1Device1, ID2D1Device2, ID2D1Device3, ID2D1Device4, ID2D1Device5, ID2D1Device6
- IDeviceBitmap
Represents a bitmap that has been bound to an IDeviceContext.
ID2D1Bitmap1
- IDeviceBrush
Defines an object that paints an area. Interfaces that derive from IDeviceBrush describe how the area is painted.
ID2D1Brush
- IDeviceColorContext
Represents a color context that can be used with an IDeviceBitmap or the Color Management effect.
This interface corresponds to the following Direct2D interfaces: ID2D1ColorContextID2D1ColorContext1
- IDeviceColorContextFactory
Serves as a base interface for IDeviceContext and IDeviceEffectContext to provide the
CreateColorContext
methods.
- IDeviceContext
Represents a set of state and command buffers that are used to render to a target.
The device context can render to a target bitmap or a command list.
This interface corresponds to the follow Direct2D interfaces: ID2D1RenderTargetID2D1DeviceContextID2D1DeviceContext1ID2D1DeviceContext2ID2D1DeviceContext3ID2D1DeviceContext4ID2D1DeviceContext5ID2D1DeviceContext6
- IDeviceEffect
Represents a basic image-processing construct in Direct2D.
ID2D1Effect
- IDeviceEffectContext
Provides factory methods and other state management for effect and transform authors.
ID2D1EffectContext2
- IDeviceEffectFactory
Serves as a base interface for IDeviceContext and IDeviceEffectContext to provide the CreateEffect(in DeviceEffectID) method.
- IDeviceEffectImpl
Implemented by a custom effect.
ID2D1EffectImpl
- IDeviceEffectProperties
Represents a set of run-time bindable and discoverable properties that allow a data-driven application to modify the state of a Direct2D effect.
ID2D1Properties
- IDeviceImage
Represents a producer of pixels that can fill an arbitrary 2D plane.
ID2D1Image
- IDeviceImageFormatInfo
Provides color and format metadata for an IDeviceImage.
- IDeviceInk
Represents a single continuous stroke of variable-width ink, as defined by a series of Bezier segments and widths.
ID2D1Ink
- IDeviceInkStyle
Represents a collection of style properties to be used by methods like IDeviceContext.DrawInk() when rendering ink. The ink style defines the nib (pen tip) shape and transform.
ID2D1InkStyle
- IDeviceLayer
Represents the backing store required to render a layer.
ID2D1Layer
- IDeviceMesh
Represents a set of vertices that form a list of triangles.
ID2D1Mesh
- IDirect2DFactory
Creates Direct2D resources.
This interface corresponds to the following Direct2D interfaces: ID2D1FactoryID2D1Factory1ID2D1Factory2ID2D1Factory3ID2D1Factory4ID2D1Factory5ID2D1Factory6ID2D1Factory7
- IDirect2DMultithread
A locking mechanism from a Direct2D factory that Direct2D uses to control exclusive resource access in an app that is uses multiple threads.
ID2D1Multithread
- IDirect2DResource
Represents a Direct2D drawing resource.
ID2D1Resource
- IDrawInfo
This interface is used to describe a GPU rendering pass on a vertex or pixel shader. It is passed to IDrawTransform.
ID2D1DrawInfo
- IDrawTransform
A specialized implementation of the Shantzis calculations to a transform implemented on the GPU. These calculations are described in the paper A model for efficient and flexible image computing.
The information required to specify a "Pass" in the rendering algorithm on a Pixel Shader is passed to the implementation through the SetDrawInfo method.
ID2D1DrawTransform
- IDrawingStateBlock
Represents the drawing state of a render target: the antialiasing mode, transform, tags, and text-rendering options.
ID2D1DrawingStateBlock1
- IDynamicEffect
A dynamic effect is an IDynamicImage that provides metadata properties for DisplayName, Author, Category, and Description.
- IDynamicImage
A dynamic image is a IDeviceImage that is similar to an effect (IDeviceEffect), but typically uses rendering techniques that are either not possible or performance-prohibitive within the context of an effect implementation.
- IEllipseGeometry
Represents an ellipse.
ID2D1EllipseGeometry
- IGdiInteropDeviceContext
Provides access to a device context that can accept GDI drawing commands.
See ID2D1GdiInteropRenderTarget for more information.
- IGdiMetafile
A Direct2D resource that wraps a WMF, EMF, or EMF+ metafile.
See ID2D1GdiMetafile and ID2D1GdiMetafile1 for more information.
- IGdiMetafileSink
A developer implemented interface that allows a metafile to be replayed.
See ID2D1GdiMetafileSink and ID2D1GdiMetafileSink1 for more information.
- IGeometry
Represents a geometry resource and defines a set of helper methods for manipulating and measuring geometric shapes. Interfaces that inherit from IGeometry define specific shapes.
ID2D1Geometry
- IGeometryGroup
Represents a composite geometry, composed of other IGeometry objects.
ID2D1GeometryGroup
- IGeometryRealization
Encapsulates a device- and transform-dependent representation of a filled or stroked geometry. Callers should consider creating a geometry realization when they wish to accelerate repeated rendering of a given geometry. This interface exposes no methods.
ID2D1GeometryRealization
- IGeometrySink
Describes a geometric path that can contain lines, arcs, cubic Bezier curves, and quadratic Bezier curves.
See ID2D1GeometrySink for more information.
- IGradientBrush
The base interface for ILinearGradientBrush and IRadialGradientBrush.
- IGradientMesh
Represents a device-dependent representation of a gradient mesh composed of patches.
Use IDeviceContext.CreateGradientMesh() to create an instance of an IGradientMesh.
ID2D1GradientMesh
- IGradientStopCollection
Represents a collection of GradientStop objects for linear and radial gradient brushes.
ID2D1GradientStopCollection
ID2D1GradientStopCollection1
- IHwndDeviceContext
Renders drawing instructions to a window.
ID2D1HwndRenderTarget
- IImageBrush
Represents a brush based on an IDeviceImage.
ID2D1ImageBrush
- ILinearGradientBrush
Paints an area with a linear gradient.
ID2D1LinearGradientBrush
- ILookupTable3D
A container for 3D lookup table data that can be passed to the LookupTable3D effect.
ID2D1LookupTable3D
- ILookupTable3DFactory
Serves as a base interface for IDeviceContext and IDeviceEffectContext to provide the CreateLookupTable3D(BufferPrecision, int, int, int, ExtentPtr<byte>, uint, uint) method.
- IOffsetTransform
Instructs the effect-rendering system to offset an input bitmap without inserting a rendering pass.
ID2D1OffsetTransform
- IPathGeometry
Represents a complex shape that may be composed of arcs, curves, and lines.
ID2D1PathGeometry1
- IRadialGradientBrush
Paints an area with a radial gradient.
ID2D1RadialGradientBrush
- IRectangleGeometry
Describes a two-dimensional rectangle.
ID2D1RectangleGeometry
- IRenderInfo
Describes the render information common to all of the various transform implementations.
ID2D1RenderInfo
- IResourceTexture
Tracks a transform-created resource texture.
ID2D1ResourceTexture
- IRoundedRectangleGeometry
Describes a rounded rectangle.
ID2D1RoundedRectangleGeometry
- ISimplifiedGeometrySink
Describes a geometric path that does not contain quadratic bezier curves or arcs.
See ID2D1SimplifiedGeometrySink for more information.
- ISolidColorBrush
Paints an area with a solid color.
ID2D1SolidColorBrush
- ISourceTransform
Represents a CPU-based rasterization stage in the transform pipeline graph.
ID2D1SourceTransform
- ISpriteBatch
Represents a single group of sprites with their associated drawing properties.
ID2D1SpriteBatch
- IStrokeStyle
Describes the caps, miter limit, line join, and dash information for a stroke.
ID2D1StrokeStyle1
- ISvgAttribute
Interface describing an SVG attribute.
ID2D1SvgAttribute
- ISvgDocument
Represents an SVG document.
ID2D1SvgDocument
- ISvgElement
Interface for all SVG elements.
ID2D1SvgElement
- ISvgGlyphStyle
This object supplies the values for context-fill, context-stroke, and context-value that are used when rendering SVG glyphs.
ID2D1SvgGlyphStyle
- ISvgPaint
Interface describing an SVG fill or stroke value.
ID2D1SvgPaint
- ISvgPathData
Interface describing SVG path data. Path data can be set as the 'd' attribute on a 'path' element. The path data set is factored into two arrays. The segment data array stores all numbers and the commands array stores the set of commands. Unlike the string data set in the d attribute, each command in this representation uses a fixed number of elements in the segment data array. Therefore, the path 'M 0,0 100,0 0,100 Z' is represented as: 'M0,0 L100,0 L0,100 Z'. This is split into two arrays, with the segment data containing '0,0 100,0 0,100', and the commands containing 'M L L Z'.
ID2D1SvgPathData
- ISvgPointCollection
Interface describing an SVG points value in a polyline or polygon element.
ID2D1SvgPointCollection
- ISvgStrokeDashArray
Interface describing an SVG stroke-dasharray value.
ID2D1SvgStrokeDashArray
- ITessellationSink
Populates an IDeviceMesh object with triangles.
ID2D1TessellationSink
- ITransform
Represents the base interface for all of the transforms implemented by the transform author.
ID2D1Transform
- ITransformGraph
Represents a graph of transform nodes.
ID2D1TransformGraph
- ITransformNode
Describes a node in a transform topology.
ID2D1TransformNode
- ITransformedGeometry
Represents a geometry that has been transformed.
ID2D1TransformedGeometry
Enums
- AffineTransform2DInterpolationMode
The interpolation mode to be used with the AffineTransform2D effect to scale the image. There are 6 scale modes that range in quality and speed.
D2D1_2DAFFINETRANSFORM_INTERPOLATION_MODE
- AlphaMode
Specifies how the alpha value of a bitmap or render target should be treated.
D2D1_ALPHA_MODE
- AntialiasMode
Specifies how the edges of nontext primitives are rendered.
D2D1_ANTIALIAS_MODE
- ArcSize
Specifies whether an arc should be greater than 180 degrees.
D2D1_ARC_SIZE
- BitmapOptions
Specifies how a bitmap can be used.
D2D1_BITMAP_OPTIONS
- BitmapSourceAlphaMode
Specifies the alpha mode of the output of the Bitmap source effect.
D2D1_BITMAPSOURCE_ALPHA_MODE
- BitmapSourceInterpolationMode
The interpolation mode used to scale the image in the Bitmap source effect. If the mode disables the mipmap, then BitmapSource will cache the image at the resolution determined by the Scale and EnableDpiCorrection properties.
D2D1_BITMAPSOURCE_INTERPOLATION_MODE
- BitmapSourceOrientation
Specifies whether a flip and/or rotation operation should be performed by the Bitmap source effect.
D2D1_BITMAPSOURCE_ORIENTATION
- BlendMode
Blending modes for the BlendEffect. See D2D1_BLEND_MODE and Direct2D Blend effect for more information.
- BlendOperation
Specifies the blend operation on two color sources.
D2D1_BLEND_OPERATION
- BlendOption
Specifies how one of the color sources is to be derived and optionally specifies a preblend operation on the color source.
D2D1_BLEND
- BorderEdgeMode
The edge mode for the Border effect.
D2D1_BORDER_EDGE_MODE
- BorderMode
Specifies how various effects handle the rectangle falling on fractional pixel coordinates.
D2D1_BORDER_MODE
- BufferPrecision
Represents the bit depth of the imaging pipeline in Direct2D.
D2D1_BUFFER_PRECISION
- CapStyle
Describes the shape at the end of a line or segment.
D2D1_CAP_STYLE
- ChangeType
Describes the changes that prompted the need to render an effect.
D2D1_CHANGE_TYPE
- ChannelDepth
Allows a caller to control the channel depth of a stage in the rendering pipeline.
D2D1_CHANNEL_DEPTH
- ChannelSelector
Specifies a color channel of an effect's input. D2D1_CHANNEL_SELECTOR
- ColorBitmapGlyphSnapOption
Specifies the pixel snapping policy when rendering color bitmap glyphs.
D2D1_COLOR_BITMAP_GLYPH_SNAP_OPTION
- ColorInterpolationMode
Defines how to interpolate between colors.
D2D1_COLOR_INTERPOLATION_MODE
- ColorManagementAlphaMode
Indicates how the Color management effect should interpret alpha data that is contained in the input image.
D2D1_COLORMANAGEMENT_ALPHA_MODE
- ColorManagementQuality
The quality level of the transform for the Color management effect.
D2D1_COLORMANAGEMENT_QUALITY
- ColorManagementRenderingIntent
Specifies which ICC rendering intent the Color management effect should use.
D2D1_COLORMANAGEMENT_RENDERING_INTENT
- ColorMatrixAlphaMode
The alpha mode of the output of the Color matrix effect.
D2D1_COLORMATRIX_ALPHA_MODE
- CompatibleDeviceContextOptions
Specifies additional features supportable by a compatible device context when it is created. This enumeration allows a bitwise combination of its member values.
D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS
- CompositeMode
Specifies a compositing mode. See D2D1_COMPOSITE_MODE and Direct2D Composite effect for more info.
- ConvolveMatrixScaleMode
The interpolation mode the Convolve matrix effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_CONVOLVEMATRIX_SCALE_MODE
- DashStyle
Describes the sequence of dashes and gaps in a stroke.
D2D1_DASH_STYLE
- DebugLevel
Indicates the type of information provided by the Direct2D Debug Layer.
D2D1_DEBUG_LEVEL
- DeviceColorContextType
Specifies which way a color profile is defined.
D2D1_COLOR_CONTEXT_TYPE
- DeviceColorSpace
Defines options that should be applied to the color space.
D2D1_COLOR_SPACE
- DeviceContextOptions
This specifies options that apply to the device context for its lifetime.
D2D1_DEVICE_CONTEXT_OPTIONS
- DeviceContextType
Describes whether a device context uses hardware or software rendering, or if Direct2D should select the rendering mode.
D2D1_RENDER_TARGET_TYPE
- DeviceContextUsage
Describes how a device context is remoted and whether it should be GDI-compatible. This enumeration allows a bitwise combination of its member values.
D2D1_RENDER_TARGET_USAGE
- DeviceEffectProperty
Specifies the indices of the system properties present on the IDeviceEffectProperties interface for an IDeviceEffect.
D2D1_PROPERTY
- DeviceEffectPropertyType
Specifies the types of properties supported by the Direct2D property interface.
D2D1_PROPERTY_TYPE
- DeviceEffectSubProperty
Specifies the indices of the system sub-properties that may be present in any property.
D2D1_SUBPROPERTY
- DeviceFeature
Defines capabilities of the underlying Direct3D device which may be queried using CheckFeatureSupport(DeviceFeature, Span<byte>).
D2D1_FEATURE
- DeviceFeatureLevel
Describes the minimum DirectX support required for hardware rendering by a render target.
D2D1_FEATURE_LEVEL
- DirectionalBlurOptimization
Specifies the optimization mode for the Directional blur effect.
D2D1_DIRECTIONALBLUR_OPTIMIZATION
- DistantDiffuseScaleMode
The interpolation mode the Distant Diffuse effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_DISTANTDIFFUSE_SCALE_MODE
- DistantSpecularScaleMode
The interpolation mode the Distant-specular lighting effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_DISTANTSPECULAR_SCALE_MODE
- DpiCompensationInterpolationMode
The interpolation mode the DPI compensation effect uses to scale the image.
D2D1_DPICOMPENSATION_INTERPOLATION_MODE
- DrawTextOptions
Specifies options for drawing text.
D2D1_DRAW_TEXT_OPTIONS
- EdgeDetectionMode
Specifies the edge detection mode for the Edge Detection effect.
D2D1_EDGEDETECTION_MODE
- EffectRegistrationType
Specifies the type of effect.
- ExtendMode
Specifies how a brush paints areas outside of its normal content area.
D2D1_EXTEND_MODE
- FactoryType
Specifies whether Direct2D provides synchronization for an IDirect2DFactory and the resources it creates, so that they may be safely accessed from multiple threads.
D2D1_FACTORY_TYPE
- FigureBegin
Indicates whether a specific ISimplifiedGeometrySink figure is filled or hollow.
D2D1_FIGURE_BEGIN
- FigureEnd
Indicates whether a specific ISimplifiedGeometrySink figure is open or closed.
D2D1_FIGURE_END
- FillMode
Specifies how the intersecting areas of geometries or figures are combined to form the area of the composite geometry.
See D2D1_FILL_MODE for more information.
- GaussianBlurOptimization
The optimization mode for the Gaussian blur effect.
D2D1_GAUSSIANBLUR_OPTIMIZATION
- GeometryRelation
Describes how one geometry object is spatially related to another geometry object.
D2D1_GEOMETRY_RELATION
- GeometrySimplificationOption
Specifies how a geometry is simplified to an ISimplifiedGeometrySink.
D2D1_GEOMETRY_SIMPLIFICATION_OPTION
- GradientStopGamma
Specifies which gamma is used for interpolation.
D2D1_GAMMA
- HighlightsAndShadowsInputGamma
Values for the InputGamma property of the Highlights and Shadows effect.
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA
- HueToRgbInputColorSpace
Values for the InputColorSpace property of the HueToRgb effect.
D2D1_HUETORGB_INPUT_COLOR_SPACE
- InkNibShape
Specifies the appearance of the ink nib (pen tip) as part of an InkStyleProperties structure.
D2D1_INK_NIB_SHAPE
- InterpolationMode
This is used to specify the quality of image scaling with DrawImage(IDeviceImage, Point2Float?, in RectFloat?, InterpolationMode, CompositeMode).
- InterpolationModeDefinition
Defines the standard constant values used to specify interpolation modes. All Direct2D InterpolationMode enums (e.g. AffineTransform2DInterpolationMode) use these values.
- LayerOptions
Specifies how the layer contents should be prepared.
D2D1_LAYER_OPTIONS1
- LineJoin
Describes the shape that joins two lines or segments.
D2D1_LINE_JOIN
- MapOptions
Specifies how the memory to be mapped from the corresponding IDeviceBitmap should be treated.
D2D1_MAP_OPTIONS
- MorphologyMode
The mode for the Morphology effect.
D2D1_MORPHOLOGY_MODE
- PatchEdgeMode
Specifies how to render gradient mesh edges.
D2D1_PATCH_EDGE_MODE
- PathSegmentOptions
Indicates whether a segment should be stroked and whether the join between this segment and the previous one should be smooth. This enumeration allows a bitwise combination of its member values.
D2D1_PATH_SEGMENT
- PerspectiveTransform3DInterpolationMode
The interpolation mode the PerspectiveTransform3D effect uses on the image. There are 5 scale modes that range in quality and speed.
D2D1_3DPERSPECTIVETRANSFORM_INTERPOLATION_MODE
- PixelOptions
Indicates how pixel shader sampling will be restricted.
D2D1_PIXEL_OPTIONS
- PointDiffuseScaleMode
The interpolation mode the Point-diffuse lighting effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_POINTDIFFUSE_SCALE_MODE
- PointSpecularScaleMode
The interpolation mode the Point-specular lighting effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_POINTSPECULAR_SCALE_MODE
- PresentOptions
Describes how a render target behaves when it presents its content. This enumeration allows a bitwise combination of its member values.
D2D1_PRESENT_OPTIONS
- PrimitiveBlend
Used to specify the geometric blend mode for all Direct2D primitives.
D2D1_PRIMITIVE_BLEND
- RenderingPriority
The rendering priority affects the extent to which Direct2D will throttle its rendering workload.
D2D1_RENDERING_PRIORITY
- RgbToHueOutputColorSpace
Values for the OutputColorSpace property of the RgbToHue effect.
D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE
- SampleMapEdgeMode
Specifies how to treat out-of-bounds sampling coordinates.
- ScaleInterpolationMode
The interpolation mode the Scale effect uses to scale the image. There are 6 scale modes that range in quality and speed.
D2D1_SCALE_INTERPOLATION_MODE
- ShadowOptimization
The level of performance optimization for the Shadow effect.
D2D1_SHADOW_OPTIMIZATION
- SimpleColorProfileGamma
Determines what gamma is used for interpolation and blending.
D2D1_GAMMA1
- SpotDiffuseScaleMode
The interpolation mode the Spot-diffuse lighting effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_SPOTDIFFUSE_SCALE_MODE
- SpotSpecularScaleMode
The interpolation mode the Spot-specular lighting effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed.
D2D1_SPOTSPECULAR_SCALE_MODE
- SpriteOptions
Specifies additional aspects of how a sprite batch is to be drawn.
D2D1_SPRITE_OPTIONS
- StraightenScaleMode
Values for the ScaleMode property of the Straighten effect.
D2D1_STRAIGHTEN_SCALE_MODE
- StrokeTransformType
Defines how the world transform, dots per inch (dpi), and stroke width affect the shape of the pen used to stroke a primitive.
D2D1_STROKE_TRANSFORM_TYPE
- SvgAspectAlign
The alignment portion of the SVG preserveAspectRatio attribute.
D2D1_SVG_ASPECT_ALIGN
- SvgAspectScaling
The meetOrSlice portion of the SVG preserveAspectRatio attribute.
D2D1_SVG_ASPECT_SCALING
- SvgAttributePodType
Defines the type of SVG POD attribute to set or get.
D2D1_SVG_ATTRIBUTE_POD_TYPE
- SvgAttributeStringType
Defines the type of SVG string attribute to set or get.
D2D1_SVG_ATTRIBUTE_STRING_TYPE
- SvgDisplay
Specifies a value for the SVG display property.
D2D1_SVG_DISPLAY
- SvgLengthUnits
Specifies the units for an SVG length.
D2D1_SVG_LENGTH_UNITS
- SvgLineCap
Specifies a value for the SVG stroke-linecap property.
D2D1_SVG_LINE_CAP
- SvgLineJoin
Specifies a value for the SVG stroke-linejoin property.
D2D1_SVG_LINE_JOIN
- SvgOverflow
Specifies a value for the SVG overflow property.
D2D1_SVG_OVERFLOW
- SvgPaintType
Specifies the paint type for an SVG fill or stroke.
D2D1_SVG_PAINT_TYPE
- SvgPathCommand
Represents a path commmand. Each command may reference floats from the segment data.
Commands ending in Absolute interpret data as absolute coordinate.
Commands ending in Relative interpret data as being relative to the previous point.
D2D1_SVG_PATH_COMMAND
- SvgUnitType
Defines the coordinate system used for SVG gradient or clipPath elements.
D2D1_SVG_UNIT_TYPE
- SvgVisibility
Specifies a value for the SVG visibility property.
D2D1_SVG_VISIBILITY
- SweepDirection
Defines the direction that an elliptical arc is drawn.
D2D1_SWEEP_DIRECTION
- TextAntialiasMode
Describes the antialiasing mode used for drawing text.
D2D1_TEXT_ANTIALIAS_MODE
- TextureFilter
Represents filtering modes that a transform may select to use on input textures.
D2D1_FILTER
- Transform3DInterpolationMode
The interpolation mode the Transform3D effect uses on the image. There are 5 scale modes that range in quality and speed.
D2D1_3DTRANSFORM_INTERPOLATION_MODE
- TurbulenceNoise
The turbulence noise mode for the Turbulence effect. Indicates whether to generate a bitmap based on Fractal Noise or the Turbulence function.
D2D1_TURBULENCE_NOISE
- UnitMode
Specifies how units in Direct2D will be interpreted.
D2D1_UNIT_MODE
- WindowState
Describes whether a window is occluded.
D2D1_WINDOW_STATE