I’m considering integrating some D3D code I have with WPF via the new D3DImage as described here:
My question is this: Do pixel shader’s work on offscreen surfaces?
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Rendering to an offscreen surface is generally less constrained than rendering directly to a back buffer. The only constraints that come with using an offscreen surface with D3DImage is that it must be in a 32-bit RGB/ARGB format (depending on your platform). Other than that, all that the hardware has to offer is at your disposal.
In fact, tons of shader effects take advantage of offscreen surfaces for multipass, or full screen post-processing.