D2D1_VERTEX_OPTIONS enumeration (d2d1effectauthor.h)

Describes flags that influence how the renderer interacts with a custom vertex shader.

Syntax

typedef enum D2D1_VERTEX_OPTIONS {
  D2D1_VERTEX_OPTIONS_NONE = 0,
  D2D1_VERTEX_OPTIONS_DO_NOT_CLEAR = 1,
  D2D1_VERTEX_OPTIONS_USE_DEPTH_BUFFER = 2,
  D2D1_VERTEX_OPTIONS_ASSUME_NO_OVERLAP = 4,
  D2D1_VERTEX_OPTIONS_FORCE_DWORD = 0xffffffff
} ;

Constants

 
D2D1_VERTEX_OPTIONS_NONE
Value: 0
The logical equivalent of having no flags set.
D2D1_VERTEX_OPTIONS_DO_NOT_CLEAR
Value: 1
If this flag is set, the renderer assumes that the vertex shader will cover the entire region of interest with vertices and need not clear the destination render target. If this flag is not set, the renderer assumes that the vertices do not cover the entire region interest and must clear the render target to transparent black first.
D2D1_VERTEX_OPTIONS_USE_DEPTH_BUFFER
Value: 2
The renderer will use a depth buffer when rendering custom vertices. The depth buffer will be used for calculating occlusion information. This can result in the renderer output being draw-order dependent if it contains transparency.
D2D1_VERTEX_OPTIONS_ASSUME_NO_OVERLAP
Value: 4
Indicates that custom vertices do not overlap each other.
D2D1_VERTEX_OPTIONS_FORCE_DWORD
Value: 0xffffffff

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

D2D1_BLEND_DESCRIPTION

ID2D1BlendTransform