Table of Contents

Namespace PaintDotNet.Direct2D1

Classes

BadNumberException
BitmapBoundAsTargetException
BitmapCannotDrawException
BufferPrecisionExtensions
CommandListExtensions
CyclicGraphException
DeviceBitmapExtensions
DeviceColorContextFactoryExtensions
DeviceContextExtensions
DeviceContextHasLayerOrClipRectException
DeviceEffectContextExtensions
DeviceEffectExtensions
DeviceEffectIDs
DeviceEffectPropertiesExtensions
DeviceFeatures
DeviceImageExtensions
DeviceInkExtensions
DevicePixelFormatExtensions
DevicePixelFormats
Direct2D1Exception
Direct2D1ObjectRefExtensions
Direct2DFactory
Direct2DFactoryExtensions
DisplayFormatNotSupportedException
DisplayStateInvalidException
DrawInfoExtensions
DynamicEffect

A dynamic effect is an IDynamicImage that provides metadata properties for DisplayName, Author, Category, and Description.

DynamicEffect.Props
DynamicEffect.Props<TDerived>
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.

DynamicImage.Props
DynamicImage.Props<TDerived>
EffectCategories
EffectIsNotRegisteredException
ExceedsMaxBitmapSizeException
FlatteningTolerance
GeometryExtensions
IncompatibleBrushTypesException
InsufficientDeviceCapabilitiesException
IntermediateTooLargeException
InvalidCallException
InvalidGlyphImageException
InvalidGraphConfigurationException
InvalidInternalGraphConfigurationException
InvalidPropertyException
InvalidTargetException
LayerAlreadyInUseException
LookupTable3DFactoryExtensions
MaxTextureSizeExceededException
NoHardwareDeviceException
NoSubPropertiesException
OriginalTargetNotBoundException
OutstandingBitmapReferencesException
PopCallDidNotMatchPushException
PrintFormatNotSupportedException
PrintJobClosedException
PushPopUnbalancedException
RecreateDeviceContextException
RenderInfoExtensions
ResourceTextureExtensions
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.

SampleMapRenderer.Props
ScannerFailedException
ScreenAccessDeniedException
ShaderCompileFailedException
SpriteBatchExtensions
SvgAttributeNames
SvgElementExtensions
SvgPathCommandExtensions
SvgPathCommandPrefixExtensions
SvgPathDataExtensions
TargetNotGdiCompatibleException
TextEffectIsWrongTypeException
TextRendererNotReleasedException
TooManyShaderElementsException
TooManyTransformInputsException
UnsupportedDirect2DVersionException
Win32ErrorException

An unknown Win32 failure occurred.

WrongFactoryException
WrongResourceDomainException
ZeroVectorException

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.

BrushProperties
CommandListDrawingScope
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

DeviceEffectID
DeviceFeatureDataD3D10XHardwareOptions
DeviceFeatureDataDoubles
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

DrawingScope
DrawingStateDescription

Describes the drawing state of a device context.
D2D1_DRAWING_STATE_DESCRIPTION1

DynamicImage.InputAccessor
DynamicImage.ObjectPropertyAccessor<T>
DynamicImage.ValuePropertyAccessor<T>
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

MappedDeviceBitmapScope
MappedRect

Describes mapped memory from the Map(MapOptions) method.
D2D1_MAPPED_RECT

PathPointDescription

Describes a point on a path geometry.
D2D1_POINT_DESCRIPTION

PushAntialiasModeScope
PushAxisAlignedClipScope
PushEffectBufferPrecisionScope
PushLayerScope
PushPrimitiveBlendScope
PushTargetScope
PushTextAntialiasModeScope
PushTextRenderingModeScope
PushTextRenderingParametersScope
PushTransformScope
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

ResourceTextureExtents
ResourceTextureProperties

Defines a resource texture when the original resource texture is created.
D2D1_RESOURCE_TEXTURE_PROPERTIES

ResourceTextureStrides
RoundedRect

Contains the dimensions and corner radii of a rounded rectangle.
D2D1_ROUNDED_RECT

SampleMapRenderer.SampleMapAccessor
ShaderID
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

IBitmapImage
IBlendTransform

Provides methods to allow a blend operation to be inserted into a transform graph.
ID2D1BlendTransform

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

IBufferedImage
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: ID2D1CommandSink ID2D1CommandSink1 ID2D1CommandSink2 ID2D1CommandSink3 ID2D1CommandSink4 ID2D1CommandSink5

ICompatibleDeviceContext

Renders to an intermediate texture created by the CreateCompatibleDeviceContext(SizeFloat?, SizeInt32?, DevicePixelFormat?, CompatibleDeviceContextOptions) method.
ID2D1BitmapRenderTarget

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: ID2D1ColorContext ID2D1ColorContext1

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: ID2D1RenderTarget ID2D1DeviceContext ID2D1DeviceContext1 ID2D1DeviceContext2 ID2D1DeviceContext3 ID2D1DeviceContext4 ID2D1DeviceContext5 ID2D1DeviceContext6

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

IDeviceFeatureData
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: ID2D1Factory ID2D1Factory1 ID2D1Factory2 ID2D1Factory3 ID2D1Factory4 ID2D1Factory5 ID2D1Factory6 ID2D1Factory7

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.

IDynamicImageInputInfo
IDynamicImageObjectPropertyInfo
IDynamicImageObjectPropertyInfo<T>
IDynamicImagePropertyInfo
IDynamicImagePropertyInfo<T>
IDynamicImageValuePropertyInfo
IDynamicImageValuePropertyInfo<T>
IEllipseGeometry

Represents an ellipse.
ID2D1EllipseGeometry

IFactoryProperty
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

AffineTransform2DProperty
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

ArithmeticCompositeProperty
AtlasProperty
BitmapImageOptions
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

BitmapSourceProperty
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

BlendProperty
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

BorderProperty
BrightnessProperty
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

ChromaKeyProperty
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

ColorManagementProperty
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

ColorMatrixProperty
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.

CompositeProperty
ContrastProperty
ConvolveMatrixProperty
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

CropProperty
CrossFadeProperty
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

Direct2D1Error
DirectionalBlurOptimization

Specifies the optimization mode for the Directional blur effect.
D2D1_DIRECTIONALBLUR_OPTIMIZATION

DirectionalBlurProperty
DiscreteTransferProperty
DisplacementMapProperty
DistantDiffuseProperty
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

DistantSpecularProperty
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

DpiCompensationProperty
DrawTextOptions

Specifies options for drawing text.
D2D1_DRAW_TEXT_OPTIONS

DynamicImagePropertyType
EdgeDetectionMode

Specifies the edge detection mode for the Edge Detection effect.
D2D1_EDGEDETECTION_MODE

EdgeDetectionProperty
EmbossProperty
ExposureProperty
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.

FloodProperty
GammaTransferProperty
GaussianBlurOptimization

The optimization mode for the Gaussian blur effect.
D2D1_GAUSSIANBLUR_OPTIMIZATION

GaussianBlurProperty
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

HdrToneMapProperty
HighlightsAndShadowsInputGamma

Values for the InputGamma property of the Highlights and Shadows effect.
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA

HighlightsAndShadowsProperty
HistogramProperty
HueRotationProperty
HueToRgbInputColorSpace

Values for the InputColorSpace property of the HueToRgb effect.
D2D1_HUETORGB_INPUT_COLOR_SPACE

HueToRgbProperty
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

LinearTransferProperty
LookupTable3DProperty
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

MorphologyProperty
OpacityMetadataProperty
OpacityProperty
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

PerspectiveTransform3DProperty
PixelOptions

Indicates how pixel shader sampling will be restricted.
D2D1_PIXEL_OPTIONS

PointDiffuseProperty
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

PointSpecularProperty
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

PosterizeProperty
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

RgbToHueProperty
SampleMapEdgeMode

Specifies how to treat out-of-bounds sampling coordinates.

SampleMapSamplingMode
SaturationProperty
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

ScaleProperty
SepiaProperty
ShadowOptimization

The level of performance optimization for the Shadow effect.
D2D1_SHADOW_OPTIMIZATION

ShadowProperty
SharpenProperty
SimpleColorProfileGamma

Determines what gamma is used for interpolation and blending.
D2D1_GAMMA1

SpotDiffuseProperty
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

SpotSpecularProperty
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

StraightenProperty
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

SvgPathCommandPrefix
SvgPathCommandSuffix
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

TableTransferProperty
TemperatureAndTintProperty
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

TileProperty
TintProperty
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

Transform3DProperty
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

TurbulenceProperty
UnitMode

Specifies how units in Direct2D will be interpreted.
D2D1_UNIT_MODE

VignetteProperty
WhiteLevelAdjustmentProperty
WindowState

Describes whether a window is occluded.
D2D1_WINDOW_STATE

YCbCrProperty

Delegates

DeviceEffectImplFactory