<summary> Describes a particular blend in the D2D1_BLEND_DESCRIPTION structure. </summary>
<summary> Describes a particular blend in the D2D1_BLEND_DESCRIPTION structure. </summary>
<summary> Indicates what has changed since the last time the effect was asked to prepare to render. </summary>
<summary> Allows a caller to control the channel depth of a stage in the rendering pipeline. </summary>
<summary> Defines capabilities of the underlying D3D device which may be queried using CheckFeatureSupport. </summary>
<summary> Represents filtering modes transforms may select to use on their input textures. </summary>
<summary> Indicates options for drawing using a pixel shader. </summary>
<summary> Indicates options for drawing custom vertices set by transforms. </summary>
<summary> Describes how a vertex buffer is to be managed. </summary>
<summary> Function pointer that gets a property from an effect. </summary>
<summary> Function pointer that sets a property on an effect. </summary>
<summary> The interface implemented by a transform author to indicate that it should receive an analysis result callback. </summary>
<summary> An effect uses this interface to configure a blending operation. </summary>
<summary> An effect uses this interface to configure border generation. </summary>
<summary> An effect uses this interface to alter the image rectangle of its input. </summary>
<summary> A transform uses this interface to specify how to render a particular pass using compute shader. </summary>
<summary> The interface implemented by a transform author to provide a Compute Shader based effect. </summary>
<summary> Base interface for built-in transforms on which precision and caching may be controlled. </summary>
<summary> A transform uses this interface to specify how to render a particular pass using pixel and vertex shaders. </summary>
<summary> The interface implemented by a transform author to provide a GPU-based effect. </summary>
<summary> The internal context handed to effect authors to create transforms from effects and any other operation tied to context which is not useful to the application facing API. </summary>
<summary> This is the interface implemented by an effect author, along with the constructor and registration information. </summary>
<summary> An effect uses this interface to offset an image without inserting a rendering pass. </summary>
<summary> A transform uses this interface to specify how to render a particular pass in D2D. </summary>
<summary> The interface implemented by a transform author to provide a CPU based source effect. </summary>
<summary> The interface implemented by a transform author. </summary>
<summary> The implementation of the actual graph. </summary>
<summary> A base object which can be inserted into a transform graph. </summary>
<summary> A transform uses this interface to write new vertices to a vertex buffer. </summary>
<summary> Blend description which configures a blend transform object. </summary>
<summary> This defines the input layout of vertices and the vertex shader which processes them. </summary>
<summary> Indicates support for features which are optional on D3D10 feature levels. This may be populated using CheckFeatureSupport. </summary>
<summary> Indicates whether shader support for doubles is present on the underlying hardware. This may be populated using CheckFeatureSupport. </summary>
<summary> Describes options transforms may select to use on their input textures. </summary>
<summary> This defines a single element of the vertex layout. </summary>
<summary> Defines a property binding to a function. The name must match the property defined in the registration schema. </summary>
<summary> This is used to define a resource texture when that resource texture is created. </summary>
<summary> This defines the properties of a vertex buffer which uses the default vertex layout. </summary>
<summary> This defines the range of vertices from a vertex buffer to draw. </summary>