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Copy file name to clipboardExpand all lines: windows-apps-src/gaming/directx-and-xaml-interop.md
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[**VirtualSurfaceImageSource**](/uwp/api/Windows.UI.Xaml.Media.Imaging.VirtualSurfaceImageSource) extends [**SurfaceImageSource**](/uwp/api/Windows.UI.Xaml.Media.Imaging.SurfaceImageSource), and it's for scenarios where the content is potentially too large to fit on the screen all at once (and/or too large to fit in video memory as a single texture), and so the content must be virtualized in order to render optimally. For example, mapping apps, or large document canvases.
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> [!TIP]
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> The [Complex inking sample]/samples/microsoft/windows-universal-samples/complexink/) application demonstrates **VirtualSurfaceImageSource**.
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> The [Complex inking sample](/samples/microsoft/windows-universal-samples/complexink/) application demonstrates **VirtualSurfaceImageSource**.
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**VirtualSurfaceImageSource** differs from [**SurfaceImageSource**](/uwp/api/Windows.UI.Xaml.Media.Imaging.SurfaceImageSource) in that it uses a callback—[**IVirtualSurfaceImageSourceCallbacksNative::UpdatesNeeded**](/windows/win32/api/windows.ui.xaml.media.dxinterop/nf-windows-ui-xaml-media-dxinterop-ivirtualsurfaceupdatescallbacknative-updatesneeded)—which you implement to update regions of the surface as they become visible on the screen. You don't need to clear regions that are hidden, because the XAML framework takes care of that for you.
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```cppwinrt
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// MainPage.cpp | paste this at the end of MainPage::ClickHandler
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