ID2D1Factory::CreateDxgiSurfaceRenderTarget methods

Creates a render target that draws to a DirectX Graphics Infrastructure (DXGI) surface.

Overload list

MethodDescription
CreateDxgiSurfaceRenderTarget(IDXGISurface*,D2D1_RENDER_TARGET_PROPERTIES&,ID2D1RenderTarget**)

Creates a render target that draws to a DirectX Graphics Infrastructure (DXGI) surface.

CreateDxgiSurfaceRenderTarget(IDXGISurface*,D2D1_RENDER_TARGET_PROPERTIES*,ID2D1RenderTarget**)

Creates a render target that draws to a DirectX Graphics Infrastructure (DXGI) surface.

Remarks

To write to a Direct3D surface, you obtain an IDXGISurface and pass it to the CreateDxgiSurfaceRenderTarget method to create a DXGI surface render target; you can then use the DXGI surface render target to draw 2-D content to the DXGI surface.

A DXGI surface render target is a type of ID2D1RenderTarget. Like other Direct2D render targets, you can use it to create resources and issue drawing commands.

The DXGI surface render target and the DXGI surface must use the same DXGI format. If you specify the DXGI_FORMAT_UNKOWN format when you create the render target, it will automatically use the surface's format.

The DXGI surface render target does not perform DXGI surface synchronization.

To work with Direct2D, the Direct3D device that provides the IDXGISurface must be created with the D3D10_CREATE_DEVICE_BGRA_SUPPORT flag.

For more information about creating and using DXGI surface render targets, see the Direct2D and Direct3D Interoperability Overview.

When you create a render target and hardware acceleration is available, you allocate resources on the computer's GPU. By creating a render target once and retaining it as long as possible, you gain performance benefits. Your application should create render targets once and hold onto them for the life of the application or until the render target's EndDraw method returns the D2DERR_RECREATE_TARGET error. When you receive this error, you need to recreate the render target (and any resources it created).

Examples

The following example obtains a DXGI surface (pBackBuffer) from an IDXGISwapChain and uses it to create a DXGI surface render target.


// Get a surface in the swap chain
hr = m_pSwapChain->GetBuffer(
    0,
    IID_PPV_ARGS(&pBackBuffer)
    );



    if (SUCCEEDED(hr))
    {



        // Create the DXGI Surface Render Target.
        FLOAT dpiX;
        FLOAT dpiY;
        m_pD2DFactory->GetDesktopDpi(&dpiX, &dpiY);

        D2D1_RENDER_TARGET_PROPERTIES props =
            D2D1::RenderTargetProperties(
                D2D1_RENDER_TARGET_TYPE_DEFAULT,
                D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
                dpiX,
                dpiY
                );

        // Create a Direct2D render target which can draw into the surface in the swap chain



        hr = m_pD2DFactory->CreateDxgiSurfaceRenderTarget(
            pBackBuffer,
            &props,
            &m_pBackBufferRT
            );

    }


For the complete code, see the Direct3D Interop Sample.

Requirements

Library

D2d1.lib

DLL

D2d1.dll

See also

ID2D1Factory
Direct2D and Direct3D Interoperability Overview
Direct3D Interop Sample

 

 

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