D2D1_RENDERING_CONTROLS structure

Describes limitations to be applied to an imaging effect renderer.

Syntax

typedef struct D2D1_RENDERING_CONTROLS {
  D2D1_BUFFER_PRECISION bufferPrecision;
  D2D1_SIZE_U           tileSize;
};

Members

bufferPrecision

The buffer precision used by default if the buffer precision is not otherwise specified by the effect or 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 minimumPixelRenderExtent 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 rendering can either proceed or it is determined that the graph cannot be rendered.

The buffer precision is used for intermediate buffers if it is otherwise unspecified by the effects or the internal effect topology. The application can also use the Output.BufferPrecision method to specify the output precision for a particular effect. This takes precedence over the context precision. In addition, the effect might set a different precision internally if required. If the buffer type on the context is D2D1_BUFFER_PRECISION_UNKNOWN and otherwise not specified by the effect or transform, 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

   
Windows version Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps] Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps]
Header d2d1_1.h

See Also

ID2D1DeviceContext::SetRenderingControls