Win2D 1.6.0 – custom image effects and new text format options

Win2D version 1.6.0 is now available on NuGet (for Windows 10 or Windows / Phone 8.1) and GitHub.

New in this release:

Note that PixelShaderEffect is currently limited to 1:1 texture coordinate mappings.  It will not work correctly if your shader samples its input(s) at a different location from the pixel currently being shaded.  This means it cannot be used for effects like warp or blur, which require offsetting the texture coordinates.  We will be adding support for more complex mappings in the next version.

We’ve also been working on integration between Win2D and Windows.UI.Composition, but that isn’t yet ready to be released.


Comments (4)

  1. Chris says:

    Nice!  As pixel shader support improves, is there a baseline shader model version people should target for Windows 10 and Mobile?

    Also, with the large variety of devices I would think that the HLSL would need to be recompiled for different platforms, but the docs say to only include the precompiled bin.  Is this still translated by the D3D layer depending on platform, or will these shaders currently fail to run on phones and such?

    Thanks for the great work!

  2. To target current phone hardware, you should compile shaders targeting feature level ps_4_0_level_9_3.   If you only care about running on desktop/laptop devices, ps_4_0 is a safe bet.

    HLSL only needs to be compiled once, not per device.

  3. Harri Kaimio - MSFT says:

    Just to clarify, the binary produced by HLSL compiler is in platform independent intermediate format, graphics driver must still translate it to GPU ISA at run time. But this is done by D3D automatically and is invisible for application code (except for the slight performance hit during initialization)

  4. Chris says:

    Thanks for the great responses, that helps a lot.

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