DirectComposition glossary
This topic defines Microsoft DirectComposition terms.
- animation function
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A construct that specifies how the value of a single object property changes over a period of time.
- animation object
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An object that represents a function for animating the properties of another object.
- animation segment
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The fundamental timing definitions of an animation function; they are the primitives from which more complex and higher level animation functions are built.
- back buffer
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A rectangle of memory that an application can directly write to. The back buffer is never directly displayed on the monitor.
- batch
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A group of DirectComposition method calls that are processed atomically.
- bitmap
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A color buffer, either with or without an alpha channel, that resides in system or video memory.
- border mode
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A property of a Microsoft DirectComposition visual that affects how the edges of a bitmap are composed when the bitmap is transformed such that the edges are not axis-aligned with integer coordinates. It also affects how content is clipped at the corners of a clip that has rounded corners, and at the edge of a clip that is transformed such that the edges are not axis-aligned with integer coordinates.
- clip object
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A object that represents a clip rectangle.
- clip rectangle
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A set of coordinates that define the area of visual's bitmap content that is drawn on the screen when the bitmap is rendered.
- cloak
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To temporarily prevent Desktop Window Manager (DWM) from drawing a window to the display. Applications typically cloak a window while DirectComposition uses the window's bitmap in a composition.
- commit
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To submit a batch of commands to DirectCompositionDirectComposition for processing.
- composite mode
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One of several ways of blending two bitmaps (a source and a destination) to achieve a particular effect.
- composition
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A collection of bitmaps that are combined and manipulated by applying various transforms, effects, and animations to produce an intended visual result in an application UI.
- composition target window
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The window to which a visual tree is bound, and in which the resulting composition is drawn.
- effect
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An operation that modifies how the bitmaps of a visual tree are rasterized, typically by applying a pixel shader.
- effect group
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A group of bitmap effects that are applied together to modify the rasterization of a visual’s sub-tree.
- frame
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An iteration of the composition engine that produces a rasterization of the visual tree.
- front buffer
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A rectangle of memory that is translated by the graphics adapter and displayed on the monitor.
- interpolation mode
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A property that determines how a bitmap is composed when it is transformed such that there is no one-to-one correspondence between pixels in the bitmap and pixels on the screen.
- root visual
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The visual from which all other visuals in a visual tree are descended.
- swap chain
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A collection of one or more back buffers that can be serially presented to the front buffer
- surface
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A representation of a linear area of display memory that usually resides in the display memory of the display card, although surfaces can exist in system memory.
- transform
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A matrix that represents a coordinate transformation in either two-dimensional or three-dimensional space.
- transform group
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A collection of transforms whose matrices are multiplied together in the order in which they are specified in the collection before they are applied to a visual.
- visual
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An object that contains an optional reference to a bitmap object, and a set of properties that determine where and how the bitmap is rendered to the screen.
- visual object
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See visual.
- visual subtree
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A portion of a visual tree consisting of a particular visual and all of its child and descendent visuals.
- visual tree
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A hierarchical collection of visuals used to create a composition.
- windowless swap chain
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A swap chain that is associated with a DirectComposition visual object instead of a window.