WPF"懒惰"VisualBrush

har*_*rri 7 wpf visualbrush rendertargetbitmap

我正试图像现在的"懒惰"VisualBrush一样实现某些东西.有没有人知道如何做到这一点?含义:某些行为类似于VisualBrush,但不会更新Visual中的每个更改,但最多每秒一次(或其他).

我最好还应该给出一些背景知识,为什么我这样做以及我猜测我猜想:)

问题:我现在的工作是提高相当大的WPF应用程序的性能.我跟踪了应用程序中使用的一些可视画笔的主要性能问题(无论如何在UI级别).该应用程序包含一个带有一些相当复杂的UserControls的"桌面"区域和一个包含桌面缩小版本的导航区域.导航区域使用可视化笔刷完成工作.只要桌面项目或多或少是静态的,一切都很好.但是如果元素经常变化(因为它们包含动画),那么VisualBrushes就会变得疯狂.它们将随动画的帧速率一起更新.降低帧速率当然有帮助,但我正在寻找一个更普遍的解决方案来解决这个问题.虽然"源"控件仅渲染受动画影响的小区域,但可视刷子容器将完全呈现,从而导致应用程序性能下降到地狱.我已经尝试过使用BitmapCacheBrush.不幸的是没有帮助.动画在控件内.所以无论如何必须刷新刷子.

可能的解决方案:我创建的Control表现或多或少像VisualBrush.它需要一些视觉效果(如VisualBrush),但使用DiapatcherTimer和RenderTargetBitmap来完成这项工作.现在我正在订阅控件的LayoutUpdated事件,每当它更改时,它将被安排为"渲染"(使用RenderTargetBitmap).然后由DispatcherTimer触发实际渲染.这样,控件将在DispatcherTimer的频率中最大程度地重新绘制自身.

这是代码:

public sealed class VisualCopy : Border
{
    #region private fields

    private const int mc_mMaxRenderRate = 500;
    private static DispatcherTimer ms_mTimer;
    private static readonly Queue<VisualCopy> ms_renderingQueue = new Queue<VisualCopy>();
    private static readonly object ms_mQueueLock = new object();

    private VisualBrush m_brush;
    private DrawingVisual m_visual;
    private Rect m_rect;
    private bool m_isDirty;
    private readonly Image m_content = new Image();
    #endregion

    #region constructor
    public VisualCopy()
    {
        m_content.Stretch = Stretch.Fill;
        Child = m_content;
    }
    #endregion

    #region dependency properties

    public FrameworkElement Visual
    {
        get { return (FrameworkElement)GetValue(VisualProperty); }
        set { SetValue(VisualProperty, value); }
    }

    // Using a DependencyProperty as the backing store for Visual.  This enables animation, styling, binding, etc...
    public static readonly DependencyProperty VisualProperty =
        DependencyProperty.Register("Visual", typeof(FrameworkElement), typeof(VisualCopy), new UIPropertyMetadata(null, OnVisualChanged));

    #endregion

    #region callbacks

    private static void OnVisualChanged(DependencyObject obj, DependencyPropertyChangedEventArgs args)
    {
        var copy = obj as VisualCopy;
        if (copy != null)
        {
            var oldElement = args.OldValue as FrameworkElement;
            var newelement = args.NewValue as FrameworkElement;
            if (oldElement != null)
            {
                copy.UnhookVisual(oldElement);
            }
            if (newelement != null)
            {
                copy.HookupVisual(newelement);
            }
        }
    }

    private void OnVisualLayoutUpdated(object sender, EventArgs e)
    {
        if (!m_isDirty)
        {
            m_isDirty = true;
            EnqueuInPipeline(this);
        }
    }

    private void OnVisualSizeChanged(object sender, SizeChangedEventArgs e)
    {
        DeleteBuffer();
        PrepareBuffer();
    }

    private static void OnTimer(object sender, EventArgs e)
    {
        lock (ms_mQueueLock)
        {
            try
            {
                if (ms_renderingQueue.Count > 0)
                {
                    var toRender = ms_renderingQueue.Dequeue();
                    toRender.UpdateBuffer();
                    toRender.m_isDirty = false;
                }
                else
                {
                    DestroyTimer();
                }
            }
            catch (Exception ex)
            {
            }
        }
    }
    #endregion

    #region private methods
    private void HookupVisual(FrameworkElement visual)
    {
        visual.LayoutUpdated += OnVisualLayoutUpdated;
        visual.SizeChanged += OnVisualSizeChanged;
        PrepareBuffer();
    }

    private void UnhookVisual(FrameworkElement visual)
    {
        visual.LayoutUpdated -= OnVisualLayoutUpdated;
        visual.SizeChanged -= OnVisualSizeChanged;
        DeleteBuffer();
    }


    private static void EnqueuInPipeline(VisualCopy toRender)
    {
        lock (ms_mQueueLock)
        {
            ms_renderingQueue.Enqueue(toRender);
            if (ms_mTimer == null)
            {
                CreateTimer();
            }
        }
    }

    private static void CreateTimer()
    {
        if (ms_mTimer != null)
        {
            DestroyTimer();
        }
        ms_mTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(mc_mMaxRenderRate) };
        ms_mTimer.Tick += OnTimer;
        ms_mTimer.Start();
    }

    private static void DestroyTimer()
    {
        if (ms_mTimer != null)
        {
            ms_mTimer.Tick -= OnTimer;
            ms_mTimer.Stop();
            ms_mTimer = null;
        }
    }

    private RenderTargetBitmap m_targetBitmap;
    private void PrepareBuffer()
    {
        if (Visual.ActualWidth > 0 && Visual.ActualHeight > 0)
        {
            const double topLeft = 0;
            const double topRight = 0;
            var width = (int)Visual.ActualWidth;
            var height = (int)Visual.ActualHeight;
            m_brush = new VisualBrush(Visual);
            m_visual = new DrawingVisual();
            m_rect = new Rect(topLeft, topRight, width, height);
            m_targetBitmap = new RenderTargetBitmap((int)m_rect.Width, (int)m_rect.Height, 96, 96, PixelFormats.Pbgra32);
            m_content.Source = m_targetBitmap;
        }
    }

    private void DeleteBuffer()
    {
        if (m_brush != null)
        {
            m_brush.Visual = null;
        }
        m_brush = null;
        m_visual = null;
        m_targetBitmap = null;
    }

    private void UpdateBuffer()
    {
        if (m_brush != null)
        {
            var dc = m_visual.RenderOpen();
            dc.DrawRectangle(m_brush, null, m_rect);
            dc.Close();
            m_targetBitmap.Render(m_visual);
        }
    }

    #endregion
}
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到目前为止,这非常好.唯一的问题是触发器.当我使用LayoutUpdated时,即使Visual本身根本没有改变,也会不断地触发渲染(可能是因为应用程序的其他部分或其他部分的动画).LayoutUpdated经常被解雇.事实上,我可以跳过触发器,只需使用定时器更新控件,无需任何触发器.没关系.我还尝试在Visual中覆盖OnRender并引发自定义事件以触发更新.不起作用,因为当VisualTree内部的某些内容发生变化时,不会调用OnRender.这是我现在最好的拍摄.它的工作原理比原来的VisualBrush解决方案要好得多(从性能的角度来看).但我仍然在寻找更好的解决方案.

有没有人知道如何a)仅在nessasarry或b)以完全不同的方法完成工作时触发更新?

谢谢!!!

J T*_*ana 4

我通过反射使用 WPF 的内部结构来监视控件的视觉状态。因此,我编写的代码挂钩 CompositionTarget.Rendering 事件,遍历树,并查找子树中的任何更改。我编写它是为了拦截推送到 MilCore 的数据,然后将其用于我自己的目的,因此将此代码视为黑客攻击,仅此而已。如果它对你有帮助,那就太好了。我在 .NET 4 上使用它。

首先,遍历树的代码读取状态标志:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Reflection;

namespace MilSnatch.Utils
{
    public static class VisualTreeHelperPlus
    {
        public static IEnumerable<DependencyObject> WalkTree(DependencyObject root)
        {
            yield return root;
            int count = VisualTreeHelper.GetChildrenCount(root);
            for (int i = 0; i < count; i++)
            {
                foreach (var descendant in WalkTree(VisualTreeHelper.GetChild(root, i)))
                    yield return descendant;
            }
        }

        public static CoreFlags ReadFlags(UIElement element)
        {
            var fieldInfo = typeof(UIElement).GetField("_flags", BindingFlags.Instance | BindingFlags.NonPublic);
            return (CoreFlags)fieldInfo.GetValue(element);
        }

        public static bool FlagsIndicateUpdate(UIElement element)
        {
            return (ReadFlags(element) &
                (
                    CoreFlags.ArrangeDirty |
                    CoreFlags.MeasureDirty |
                    CoreFlags.RenderingInvalidated
                )) != CoreFlags.None;
        }
    }

    [Flags]
    public enum CoreFlags : uint
    {
        AreTransformsClean = 0x800000,
        ArrangeDirty = 8,
        ArrangeInProgress = 0x20,
        ClipToBoundsCache = 2,
        ExistsEventHandlersStore = 0x2000000,
        HasAutomationPeer = 0x100000,
        IsCollapsed = 0x200,
        IsKeyboardFocusWithinCache = 0x400,
        IsKeyboardFocusWithinChanged = 0x800,
        IsMouseCaptureWithinCache = 0x4000,
        IsMouseCaptureWithinChanged = 0x8000,
        IsMouseOverCache = 0x1000,
        IsMouseOverChanged = 0x2000,
        IsOpacitySuppressed = 0x1000000,
        IsStylusCaptureWithinCache = 0x40000,
        IsStylusCaptureWithinChanged = 0x80000,
        IsStylusOverCache = 0x10000,
        IsStylusOverChanged = 0x20000,
        IsVisibleCache = 0x400000,
        MeasureDirty = 4,
        MeasureDuringArrange = 0x100,
        MeasureInProgress = 0x10,
        NeverArranged = 0x80,
        NeverMeasured = 0x40,
        None = 0,
        RenderingInvalidated = 0x200000,
        SnapsToDevicePixelsCache = 1,
        TouchEnterCache = 0x80000000,
        TouchesCapturedWithinCache = 0x10000000,
        TouchesCapturedWithinChanged = 0x20000000,
        TouchesOverCache = 0x4000000,
        TouchesOverChanged = 0x8000000,
        TouchLeaveCache = 0x40000000
    }

}
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接下来是Rendering事件的支持代码:

//don't worry about RenderDataWrapper. Just use some sort of WeakReference wrapper for each UIElement
    void CompositionTarget_Rendering(object sender, EventArgs e)
{
    //Thread.Sleep(250);
    Dictionary<int, RenderDataWrapper> newCache = new Dictionary<int, RenderDataWrapper>();
    foreach (var rawItem in VisualTreeHelperPlus.WalkTree(m_Root))
    {
        var item = rawItem as FrameworkElement;
        if (item == null)
        {
            Console.WriteLine("Encountered non-FrameworkElement: " + rawItem.GetType());
            continue;
        }
        int hash = item.GetHashCode();
        RenderDataWrapper cacheEntry;
        if (!m_Cache.TryGetValue(hash, out cacheEntry))
        {
            cacheEntry = new RenderDataWrapper();
            cacheEntry.SetControl(item);
            newCache.Add(hash, cacheEntry);
        }
        else
        {
            m_Cache.Remove(hash);
            newCache.Add(hash, cacheEntry);
        }
            //check the visual for updates - something like the following...
            if(VisualTreeHelperPlus.FlagsIndicateUpdate(item as UIElement))
            {
                //flag for new snapshot.
            }
        }
    m_Cache = newCache;
}
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无论如何,通过这种方式,我监视了可视化树的更新,并且我认为如果您愿意,您可以使用类似的东西来监视它们。这远非最佳实践,但有时务实的代码必须如此。谨防。