Shared surfaces are sized regions of the display, defined by XAML, that you can use DirectX to draw into indirectly by using Windows::UI::Xaml::Media::ImageSource types.If you're implementing custom XAML and DirectX interop, then you need to know these two concepts. For these, you can use Direct2D and Direct3D to render the more complex graphics, and use XAML for more traditional user interface (UI) elements. Although XAML provides support for basic 2D primitives and effects, many modeling and gaming apps need more complex graphics support. XAML and DirectXĭirectX provides two powerful libraries for 2D and 3D graphics, respectively-Direct2D and Direct3D. If you factor the code that calls DirectX into its own C++/WinRT Windows Runtime component (WRC), then you can use that WRC in a UWP app (even a C# one) that then combines XAML and DirectX. This document covers guidance for app developers who choose not to use Win2D.ĭirectX APIs are not defined as Windows Runtime types, but you can use C++/WinRT to develop XAML UWP apps that interoperate with DirectX. Win2D greatly simplifies the usage pattern to implement 2D graphics, and includes helpful abstractions for some of the techniques described in this document. That library is maintained by Microsoft, and is built on top of the core Direct2D technology. If your app mainly focuses on 2D rendering, then you might want to use the Win2D Windows Runtime library. This topic explains the structure of a UWP app that uses DirectX, and identifies the important types to use when building your UWP app to work with DirectX. The combination of XAML and DirectX lets you build flexible user interface frameworks that interoperate with your DirectX-rendered content which is particularly useful for graphics-intensive apps. You can use Extensible Application Markup Language (XAML) together with Microsoft DirectX together in your Universal Windows Platform (UWP) game or app.
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