Win2D version 1.11.0 is now available on NuGet (for Windows 10 or Windows / Phone 8.1) and GitHub.
New in this release:
- CanvasTextAnalyzer identifies what glyphs are needed to render a piece of text, including the font fallbacks to properly handle different languages. Example Gallery uses this to create a new Custom Text Layouts example, which wordwraps text to fill an arbitrary geometric shape:
- Win2D now supports block compressed bitmap formats, which can be loaded from DDS files via CanvasBitmap.LoadAsync.
- Added CanvasImage.SaveAsync, which is useful for two reasons:
- Unlike CanvasBitmap.SaveAsync, this can save any ICanvasImage, which is handy if you want to save out a command list or image effect without bothering to draw it into a rendertarget first.
- It can save images larger than the maximum bitmap size supported by the current GPU. The implementation will automatically split up the image into multiple smaller pieces, and tile its operations as needed to make this work.
- Added overloads of CanvasBitmap.GetPixelBytes, SetPixelBytes, and CreateFromBytes that operate on IBuffer rather than byte[] parameters.
- CanvasBitmap.CopyPixelsFromBitmap now supports copying between bitmaps of different devices.
- Added CanvasDevice.LowPriority and MaximumCacheSize properties.
- CanvasDevice.Trim now calls ID2D1Device::ClearResources as well as IDXGIDevice3::Trim.
- Strong name signed Microsoft.Graphics.Canvas.Numerics.dll (github issue #188).
- Bugfix: CanvasDrawingSession.DrawInk was sometimes unintentionally changing blend or antialias mode on the drawing session.
- Bugfix and doc update describes restrictions when using the R8, R8G8, or A8 pixel formats.