# Structures

Direct2D provides the following structures. Additional structures are defined in the D2D1 Namespace.

## In this section

TopicDescription

Describes the red, green, blue, and alpha components of a color.

Represents a 3-by-2 matrix.

Describes a 4-by-3 floating point matrix.

Describes a 4-by-4 floating point matrix.

Describes a 5-by-4 floating point matrix.

Represents an x-coordinate and y-coordinate pair, expressed as floating-point values, in two-dimensional space.

The D2D_POINT_2L structure defines the x- and y- coordinates of a point.

Represents an x-coordinate and y-coordinate pair, expressed as an unsigned 32-bit integer value, in two-dimensional space.

Represents a rectangle defined by the coordinates of the upper-left corner (left, top) and the coordinates of the lower-right corner (right, bottom).

The D2D_RECT_L structure defines the coordinates of the upper-left and lower-right corners of a rectangle.

Represents a rectangle defined by the upper-left corner pair of coordinates (left,top) and the lower-right corner pair of coordinates (right, bottom). These coordinates are expressed as a 32-bit integer values.

Stores an ordered pair of floating-point values, typically the width and height of a rectangle.

Stores an ordered pair of integers, typically the width and height of a rectangle.

A 2D vector that consists of two single-precision floating-point values (x, y).

A 3D vector that consists of three single-precision floating-point values (x, y, z).

A 4D vector that consists of four single-precision floating-point values (x, y, z, w).

Describes an elliptical arc between two points.

Represents a cubic bezier segment drawn between two points.

Describes the extend modes and the interpolation mode of an ID2D1BitmapBrush.

Describes the extend modes and the interpolation mode of an ID2D1BitmapBrush.

Describes the pixel format and dpi of a bitmap.

This structure allows a ID2D1Bitmap1 to be created with bitmap options and color context information available.

Defines a blend description to be used in a particular blend transform.

Describes the opacity and transformation of a brush.

Describes the red, green, blue, and alpha components of a color.

Specifies the options with which the Direct2D device, factory, and device context are created.

Defines a vertex shader and the input element description to define the input layout.

Describes the drawing state of a render target.

Describes the drawing state of a device context.

Describes features of an effect.

Contains the debugging level of an ID2D1Factory object.

Describes the support for doubles in shaders.

Describes compute shader support, which is an option on D3D10 feature level.

Represents a tensor patch with 16 control points, 4 corner colors, and boundary flags. An ID2D1GradientMesh is made up of 1 or more gradient mesh patches. Use the GradientMeshPatch function or the GradientMeshPatchFromCoonsPatch function to create one.

Contains the position and color of a gradient stop.

Contains the HWND, pixel size, and presentation options for an ID2D1HwndRenderTarget.

Defines the general pen tip shape and the transform used in an ID2D1InkStyle object.

Describes image brush features.

Represents a Bezier segment to be used in the creation of an ID2D1Ink object. This structure differs from D2D1_BEZIER_SEGMENT in that it is composed of D2D1_INK_POINTs, which contain a radius in addition to x- and y-coordinates.

Represents a point, radius pair that makes up part of a D2D1_INK_BEZIER_SEGMENT.

Describes the options that transforms may set on input textures.

A description of a single element to the vertex layout.

Defines an invalid property index.

Contains the content bounds, mask information, opacity settings, and other options for a layer resource.

Contains the content bounds, mask information, opacity settings, and other options for a layer resource.

Contains the starting point and endpoint of the gradient axis for an ID2D1LinearGradientBrush.

Represents a 3-by-2 matrix.

Represents a 4-by-3 matrix.

Represents a 4-by-4 matrix.

Represents a 5-by-4 matrix.

Describes mapped memory from the ID2D1Bitmap1::Map API.

Contains the data format and alpha mode for a bitmap or render target.

Represents an x-coordinate and y-coordinate pair in two-dimensional space.

The POINT structure defines the x- and y- coordinates of a point.

Represents an x-coordinate and y-coordinate pair in two-dimensional space.

Describes a point on a path geometry.

The creation properties for a ID2D1PrintControl object.

Defines a property binding to a pair of functions which get and set the corresponding property.

Contains the control point and end point for a quadratic Bezier segment.

Represents a rectangle defined by the coordinates of the upper-left corner (left, top) and the coordinates of the lower-right corner (right, bottom).

The RECT structure defines the coordinates of the upper-left and lower-right corners of a rectangle.

Represents a rectangle defined by the coordinates of the upper-left corner (left, top) and the coordinates of the lower-right corner (right, bottom).

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

Describes the memory used by image textures and shaders.

Contains rendering options (hardware or software), pixel format, DPI information, remoting options, and Direct3D support requirements for a render target.

Describes limitations to be applied to an imaging effect renderer.

Contains the dimensions and corner radii of a rounded rectangle.

Simple description of a color space.

Stores an ordered pair of floats, typically the width and height of a rectangle.

Stores an ordered pair of integers, typically the width and height of a rectangle.

Describes the stroke that outlines a shape.

Describes the stroke that outlines a shape.

Represents an SVG length.

Represents all SVG preserveAspectRatio settings.

Represents an SVG viewBox.

Properties of a transformed image source.

Contains the three vertices that describe a triangle.

A vector of 2 FLOAT values (x, y).

A vector of 3 FLOAT values (x, y, z).

A vector of 4 FLOAT values (x, y, z, w).

Defines the properties of a vertex buffer that are standard for all vertex shader definitions.

Defines a range of vertices that are used when rendering less than the full contents of a vertex buffer.

Stores color and alpha channel information.

Describes the implementation of an effect.

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