Table of Contents

Enum EffectRenderingSchedule

Namespace
PaintDotNet.Effects
Assembly
PaintDotNet.Effects.Core.dll
public enum EffectRenderingSchedule : long

Fields

DefaultTilesForCpuRendering = -2

The image is broken up into square tiles, the size of which is chosen automatically. Each call to Render() contains the scans for 1 tile.

DefaultTilesForGpuRendering = -1

The image is broken up into square tiles, the size of which is chosen automatically. Each call to Render() contains the scans for 1 tile.

SmallHorizontalStrips = 0

The image is broken up into small horizontal strips that cover the full width of the image.

This is the "classic" rendering schedule up through version 4.0.21. It can be useful for effects whose rendering code is most optimal when dealing with full horizontal extents.

None = 5

There is only one call to the Effect's Render method, and all regions of interest (scans) are delivered at that time. This also means rendering is effectively single threaded.

This is the same behavior as the now-obsolete EffectFlags.SingleRenderCall.

Tiles128x128 = 4103

The image is broken up into 128x128 tiles. Each call to Render() contains the scans for 1 tile.

This generally works best for classic effects with the 4.0 rendering engine which is based on rendering 128x128 tiles. It is also appropriate for GPU/Direct2D effects on very small images (less than 1024x1024 pixels).

Tiles256x256 = 4104

The image is broken up into 256x256 tiles. Each call to Render() contains the scans for 1 tile.

This is a good size for GPU/Direct2D effects on small-to-medium sized images (1024x1024 pixels or more).

Tiles512x512 = 4105

The image is broken up into 512x512 tiles. Each call to Render() contains the scans for 1 tile.

This is a good size for GPU/Direct2D effects on medium-to-large sized images (2048x2048 pixels or more).

Tiles1024x1024 = 4106

The image is broken up into 1024x1024 tiles. Each call to Render() contains the scans for 1 tile.

This is a good size for GPU/Direct2D effects on large sized images (4096x4096 pixels or more).

Tiles2048x2048 = 4107

The image is broken up into 2048x2048 tiles. Each call to Render() contains the scans for 1 tile.

This is a good size for GPU/Direct2D effects on very large sized images (8192x8192 pixels or more).

Tiles4096x4096 = 4108

The image is broken up into 4096x4096 tiles. Each call to Render() contains the scans for 1 tile.

This is a good size for GPU/Direct2D effects on extremely large sized images (16384x16384 pixels or more).