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D2DERR_TOO_MANY_TRANSFORM_INPUTS
The scope of D2DERR_TOO_MANY_TRANSFORM_INPUTS is Direct2D custom-effect transform graphs. A custom effect attempted to use a transform node with more inputs than Direct2D permits. Keep 0x8899002D beside the returning method because a wrapper can replace this distinction with a generic subsystem message.
Misleading responses
TOO_MANY_SHADER_ELEMENTS concerns shader complexity; TOO_MANY_TRANSFORM_INPUTS concerns graph node arity. Do not respond with a universal render-target recreation loop unless the returned status specifically documents device-loss recovery; graph, property, numeric, lifetime, and print-state errors require correcting their contract.
Locate the first rejecting layer
A transform graph must have valid node identities, supported input counts, complete input mappings, one reachable output, and no cycles. Public graph configuration errors usually point to caller construction; an internal graph error warrants preserving a minimal valid-looking graph and runtime evidence rather than inventing a missing public rule.
ID2D1TransformNode input count and graph connections.
Evidence to preserve
- Transform node type and GetInputCount result
- Number of connected edges
- Effect input count and graph mapping
- Custom effect Initialize sequence
Controlled reproduction
Build one pass-through node, validate it, and add one node or edge per step. Log input count, edge endpoints, effect-input mapping, output selection, and topological order before committing the graph.
- Reduce the node to documented input count.
- Combine sources in staged nodes.
- Validate counts before AddNode and ConnectNode.
- Use a pass-through graph as baseline.
Technical references
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