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(Showing Draft Content)

GrapeCity.Documents.DX.Direct2D.EffectContext

Class EffectContext

Namespace
GrapeCity.Documents.DX.Direct2D
Assembly
GcDocs.DX.Windows.dll

ID2D1EffectContext

[Guid("3d9f916b-27dc-4ad7-b4f1-64945340f563")]
public class EffectContext : ComObject, IDisposable, IUnknown
Inheritance
object
EffectContext
Implements
System.IDisposable
Inherited Members
object.ToString()
object.Equals(object)
object.Equals(object, object)
object.ReferenceEquals(object, object)
object.GetHashCode()
object.GetType()
object.MemberwiseClone()

Constructors

EffectContext(IntPtr)

Initializes a new instance of the EffectContext class.

public EffectContext(IntPtr nativePtr)

Parameters

nativePtr System.IntPtr

The native pointer.

Properties

Dpi

Gets the DPI.

public Vector2 Dpi { get; }

Property Value

Vector2

Methods

CheckFeatureSupport(Feature, IntPtr, int)

HRESULT ID2D1EffectContext::CheckFeatureSupport([In] D2D1_FEATURE feature,[Out, Buffer] void* featureSupportData,[In] unsigned int featureSupportDataSize)

public HResult CheckFeatureSupport(Feature feature, IntPtr featureSupportData, int featureSupportDataSize)

Parameters

feature Feature
featureSupportData System.IntPtr
featureSupportDataSize int

Returns

HResult

CheckFeatureSupport(Feature)

Check if this device is supporting a feature.

public bool CheckFeatureSupport(Feature feature)

Parameters

feature Feature

The feature to check.

Returns

bool

Returns true if this device supports this feature, otherwise false.

CreateBlendTransform(int, ref BlendDescription)

HRESULT ID2D1EffectContext::CreateBlendTransform([In] unsigned int numInputs,[In] const D2D1_BLEND_DESCRIPTION* blendDescription,[Out, Fast] ID2D1BlendTransform** transform)

public BlendTransform CreateBlendTransform(int numInputs, ref BlendDescription blendDescription)

Parameters

numInputs int
blendDescription BlendDescription

Returns

BlendTransform

CreateBorderTransform(ExtendMode, ExtendMode)

HRESULT ID2D1EffectContext::CreateBorderTransform([In] D2D1_EXTEND_MODE extendModeX,[In] D2D1_EXTEND_MODE extendModeY,[Out, Fast] ID2D1BorderTransform** transform)

public BorderTransform CreateBorderTransform(ExtendMode extendModeX, ExtendMode extendModeY)

Parameters

extendModeX ExtendMode
extendModeY ExtendMode

Returns

BorderTransform

CreateBoundsAdjustmentTransform(RectL)

HRESULT ID2D1EffectContext::CreateBoundsAdjustmentTransform([In] const RECT* outputRectangle,[Out, Fast] ID2D1BoundsAdjustmentTransform** transform)

public BoundsAdjustmentTransform CreateBoundsAdjustmentTransform(RectL outputRectangle)

Parameters

outputRectangle RectL

Returns

BoundsAdjustmentTransform

CreateColorContext(ColorSpace, byte[], int)

HRESULT ID2D1EffectContext::CreateColorContext([In] D2D1_COLOR_SPACE space,[In, Buffer, Optional] const unsigned char* profile,[In] unsigned int profileSize,[Out, Fast] ID2D1ColorContext** colorContext)

public ColorContext CreateColorContext(ColorSpace space, byte[] rofileRef, int profileSize)

Parameters

space ColorSpace
rofileRef byte[]
profileSize int

Returns

ColorContext

CreateColorContextFromFilename(string)

HRESULT ID2D1EffectContext::CreateColorContextFromFilename([In] const wchar_t* filename,[Out, Fast] ID2D1ColorContext** colorContext)

public ColorContext CreateColorContextFromFilename(string filename)

Parameters

filename string

Returns

ColorContext

CreateColorContextFromWicColorContext(ColorContext)

HRESULT ID2D1EffectContext::CreateColorContextFromWicColorContext([In] IWICColorContext* wicColorContext,[Out, Fast] ID2D1ColorContext** colorContext)

public ColorContext CreateColorContextFromWicColorContext(ColorContext wicColorContext)

Parameters

wicColorContext ColorContext

Returns

ColorContext

CreateEffect(Guid, Effect)

HRESULT ID2D1EffectContext::CreateEffect([In] const GUID& effectId,[Out, Fast] ID2D1Effect** effect)

public void CreateEffect(Guid effectId, Effect effect)

Parameters

effectId System.Guid
effect Effect

CreateEffect(Guid)

HRESULT ID2D1EffectContext::CreateEffect([In] const GUID& effectId,[Out, Fast] ID2D1Effect** effect)

public Effect CreateEffect(Guid effectId)

Parameters

effectId System.Guid

Returns

Effect

CreateOffsetTransform(Point2L)

HRESULT ID2D1EffectContext::CreateOffsetTransform([In] POINT offset,[Out, Fast] ID2D1OffsetTransform** transform)

public OffsetTransform CreateOffsetTransform(Point2L offset)

Parameters

offset Point2L

Returns

OffsetTransform

CreateResourceTexture(Guid?, IntPtr, byte[], int[], int)

HRESULT ID2D1EffectContext::CreateResourceTexture([In, Optional] const GUID* resourceId,[In] const void* resourceTextureProperties,[In, Buffer, Optional] const unsigned char* data,[In, Buffer, Optional] const unsigned int* strides,[In] unsigned int dataSize,[Out, Fast] ID2D1ResourceTexture** resourceTexture)

public ResourceTexture CreateResourceTexture(Guid? resourceId, IntPtr resourceTextureProperties, byte[] data, int[] strides, int dataSize)

Parameters

resourceId System.Guid?
resourceTextureProperties System.IntPtr
data byte[]
strides int[]
dataSize int

Returns

ResourceTexture

CreateTransformNodeFromEffect(Effect)

HRESULT ID2D1EffectContext::CreateTransformNodeFromEffect([In] ID2D1Effect* effect,[Out] ID2D1TransformNode** transformNode)

public ITransformNode CreateTransformNodeFromEffect(Effect effect)

Parameters

effect Effect

Returns

ITransformNode

CreateVertexBuffer(VertexBufferProperties, Guid?, IntPtr)

HRESULT ID2D1EffectContext::CreateVertexBuffer([In] const D2D1_VERTEX_BUFFER_PROPERTIES* vertexBufferProperties,[In, Optional] const GUID* resourceId,[In, Optional] const void* customVertexBufferProperties,[Out, Fast] ID2D1VertexBuffer** buffer)

public VertexBuffer CreateVertexBuffer(VertexBufferProperties vertexBufferProperties, Guid? resourceId, IntPtr customVertexBufferProperties)

Parameters

vertexBufferProperties VertexBufferProperties
resourceId System.Guid?
customVertexBufferProperties System.IntPtr

Returns

VertexBuffer

FindResourceTexture(Guid)

HRESULT ID2D1EffectContext::FindResourceTexture([In] const GUID* resourceId,[Out] ID2D1ResourceTexture** resourceTexture)

public ResourceTexture FindResourceTexture(Guid resourceId)

Parameters

resourceId System.Guid

Returns

ResourceTexture

FindVertexBuffer(Guid)

HRESULT ID2D1EffectContext::FindVertexBuffer([In] const GUID* resourceId,[Out] ID2D1VertexBuffer** buffer)

public VertexBuffer FindVertexBuffer(Guid resourceId)

Parameters

resourceId System.Guid

Returns

VertexBuffer

GetDpi(out float, out float)

void ID2D1EffectContext::GetDpi([Out] float* dpiX,[Out] float* dpiY)

public void GetDpi(out float dpiX, out float dpiY)

Parameters

dpiX float
dpiY float

GetMaximumSupportedFeatureLevel(FeatureLevel[], int)

HRESULT ID2D1EffectContext::GetMaximumSupportedFeatureLevel([In, Buffer] const D3D_FEATURE_LEVEL* featureLevels,[In] unsigned int featureLevelsCount,[Out] D3D_FEATURE_LEVEL* maximumSupportedFeatureLevel)

public FeatureLevel GetMaximumSupportedFeatureLevel(FeatureLevel[] featureLevels, int featureLevelsCount)

Parameters

featureLevels FeatureLevel[]
featureLevelsCount int

Returns

FeatureLevel

GetMaximumSupportedFeatureLevel(FeatureLevel[])

Gets the maximum feature level supported by this instance.

public FeatureLevel GetMaximumSupportedFeatureLevel(FeatureLevel[] featureLevels)

Parameters

featureLevels FeatureLevel[]

An array of feature levels

Returns

FeatureLevel

The maximum feature level selected from the array

IsBufferPrecisionSupported(BufferPrecision)

BOOL ID2D1EffectContext::IsBufferPrecisionSupported([In] D2D1_BUFFER_PRECISION bufferPrecision)

public bool IsBufferPrecisionSupported(BufferPrecision bufferPrecision)

Parameters

bufferPrecision BufferPrecision

Returns

bool

IsShaderLoaded(Guid)

BOOL ID2D1EffectContext::IsShaderLoaded([In] const GUID& shaderId)

public bool IsShaderLoaded(Guid shaderId)

Parameters

shaderId System.Guid

Returns

bool

LoadComputeShader(Guid, byte[])

HRESULT ID2D1EffectContext::LoadComputeShader([In] const GUID& resourceId,[In, Buffer] const unsigned char* shaderBuffer,[In] unsigned int shaderBufferCount)

public void LoadComputeShader(Guid resourceId, byte[] shaderBuffer)

Parameters

resourceId System.Guid
shaderBuffer byte[]

LoadPixelShader(Guid, byte[])

HRESULT ID2D1EffectContext::LoadPixelShader([In] const GUID& shaderId,[In, Buffer] const unsigned char* shaderBuffer,[In] unsigned int shaderBufferCount)

public void LoadPixelShader(Guid shaderId, byte[] shaderBuffer)

Parameters

shaderId System.Guid
shaderBuffer byte[]

LoadVertexShader(Guid, byte[])

HRESULT ID2D1EffectContext::LoadVertexShader([In] const GUID& resourceId,[In, Buffer] const unsigned char* shaderBuffer,[In] unsigned int shaderBufferCount)

public void LoadVertexShader(Guid resourceId, byte[] shaderBuffer)

Parameters

resourceId System.Guid
shaderBuffer byte[]

Operators

explicit operator EffectContext(IntPtr)

Performs an explicit conversion from System.IntPtr to EffectContext.

public static explicit operator EffectContext(IntPtr nativePointer)

Parameters

nativePointer System.IntPtr

Returns

EffectContext