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!!!
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。
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