I'm probably going to pick it up but more because of the technology potential and the dashboard integration than the launch games. I wish they had a broader array of games at launch. I know they're trying to push the whole "controller-free gaming" message
hard, but some "hybrid" games that use conventional controllers and Kinect to enhance the experience (like head-tracking) would have been nice and would have satisfied core gamers.
Also kind of scared that all the demos at E3 were done standing up, even while watching a movie! You can use this on the couch, behind the coffee table, right?
I don't see anything about such a thing. Direct2D is nothing like GDI, it's a 2D helper library built on top of Direct3D. The end result of drawing is always a bunch of commands sent over DMA to the GPU, there is no support for printer devices like GDI.
The rendering surfaces live in the GPU and are only formats supported by the GPU. There's no printer rendering surface.
Edit: Reading MSDN documentation, it looks like Direct2D has pretty extensive interop with GDI. I think it can actually use GDI as a render target, didn't know that. In this case they could use GDI for printing by just changing the render target.
Yeah they didn't really give you an answer though. Either they will keep a legacy GDI pipeline, well not really legacy because it'll need to be kept up-to-date, for printing. Or they will target the new XPS print path, probably the latter. Either way
they're going to have to basically have two render paths for everything. It's going to be a hard problem. Abstracting the whole presentation system and supporting arbitrary render methods seems indicated. If they were using WPF they'd get printing and GPU
acceleration for free, but I'm kinda glad they're not cause it's probably too heavyweight.
I didn't watch the video yet, so apologies if this was covered, but how do you handle printing if the browser is rendered on the GPU? Do you keep the GDI pipeline around for the purpose of printing support?