Queues a D2DBitmap for the next actual feedback-history update of a shader visualization. The image is alpha-composited after the feedback and source passes and before history is saved; post passes run afterwards. The injection is one-shot and does not force a repaint or an early history update.
The bitmap is copied on the GPU when this method is called and may then be modified or released. If several injections are queued before the next history update, only the latest is retained. The bitmap must use the same Direct2D device as the visualization and is scaled to the history area. Maximum size: 4096 px per side and 4194304 pixels total. A graphics-device reset can discard a pending injection. Available only when the shader visualization has a feedback pass.
Example:
const image = d2d.CreateImage(512, 128);
const g = image.GetGraphics();
try {
g.DrawString('Next track', d2d.Font('Segoe UI', 28),
0xffffffff, 10, 20, 492, 70);
} finally {
image.ReleaseGraphics(g);
}
visual.InjectFeedback(image);