D2D1_RESOURCE_TEXTURE_PROPERTIES structure (d2d1effectauthor.h)

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

Syntax

typedef struct D2D1_RESOURCE_TEXTURE_PROPERTIES {
  const UINT32           *extents;
  UINT32                 dimensions;
  D2D1_BUFFER_PRECISION  bufferPrecision;
  D2D1_CHANNEL_DEPTH     channelDepth;
  D2D1_FILTER            filter;
  const D2D1_EXTEND_MODE *extendModes;
} D2D1_RESOURCE_TEXTURE_PROPERTIES;

Members

extents

The extents of the resource table in each dimension.

dimensions

The number of dimensions in the resource texture. This must be a number from 1 to 3.

bufferPrecision

The precision of the resource texture to create.

channelDepth

The number of channels in the resource texture.

filter

The filtering mode to use on the texture.

extendModes

Specifies how pixel values beyond the extent of the texture will be sampled, in every dimension.

Requirements

Requirement Value
Minimum supported client Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps]
Header d2d1effectauthor.h

See also

ID2D1EffectContext::CreateResourceTexture