Ric*_*ich 2 .net wpf performance
我正在研究一些相对较小的概念验证,用于某些业务领域,并且有一些花哨的WPF UI工作.甚至没有太疯狂,我已经看到一些非常糟糕的性能,当我使用很多功能时,我认为这是首先考虑WPF用于UI构建的主要原因.我在这里问了一个关于为什么我的动画在第一次运行时被停止的问题,最后我发现一个非常简单的UserControl花了将近半秒来构建它的可视化树.我能够找到解决症状的方法,但是初始化一个简单的控件需要很长时间才能让我感到烦恼.现在,我正在使用和不使用DropShadowEffect测试我的动画,结果是白天和黑夜.一个微妙的阴影使我的控制看起来更好,但它完全破坏了动画的流畅度.我甚至不开始使用字体渲染.当控件有一堆渐变画笔和一个投影时,我的动画计算会使文本模糊大约一整秒,然后慢慢聚焦.
所以,我想我的问题是,是否有已知的研究,博客文章或文章详细说明哪些功能在当前版本的WPF中对于关键业务应用程序是一种危险.像Effects(即DropShadowEffect),渐变画笔,关键帧动画等会对渲染质量(或者这些东西的组合)产生太大的负面影响吗?WPF 4.0的最终版本是否会纠正其中一些问题?我已经读过VS2010 beta有一些相同的问题,它们应该在最终版本中得到解决.这是因为WPF本身的改进还是因为一半的应用程序将使用以前的技术重建?
我也在研究与 WPF 中的 DropShadow 效果相关的性能问题。
基本上经验法则总是“不要使用它”。WPF 中的 PixelShader 和位图 DropShadow 效果都不适用于现实世界的应用程序……除非您的 UI 保持 100% 静态且没有移动部件,否则您的程序将在 95% 的客户群中像垃圾一样运行。
我要做的是伪造它。
这是我刚刚提出的一个快速的“肮脏的 DropShadow 装饰器”,它充当了 PixelShader 阴影效果的合理模仿。您会希望通过缓存刷子等使其更干净,但这应该给您一个想法:
using System.Windows.Shapes;
using System.Windows.Controls;
using System.Windows;
using System.Windows.Media;
using System;
using System.ComponentModel;
namespace SichboPVR
{
/// <summary>
/// Emulates the System.Windows.Media.Effects.DropShadowEffect using
/// rectangles and gradients, which performs a million times better
/// and won't randomly crash a good percentage of your end-user's
/// video drivers.
/// </summary>
class FastShadow : Decorator
{
#region Dynamic Properties
public static readonly DependencyProperty ColorProperty =
DependencyProperty.Register(
"Color",
typeof(Color),
typeof(FastShadow),
new FrameworkPropertyMetadata(
Color.FromArgb(0x71, 0x00, 0x00, 0x00),
FrameworkPropertyMetadataOptions.AffectsRender));
/// <summary>
/// The Color property defines the Color used to fill the shadow region.
/// </summary>
[Category("Common Properties")]
public Color Color
{
get { return (Color)GetValue(ColorProperty); }
set { SetValue(ColorProperty, value); }
}
/// <summary>
/// Distance from centre, why MS don't call this "distance" beats
/// me.. Kept same as other Effects for consistency.
/// </summary>
[Category("Common Properties"), Description("Distance from centre")]
public double ShadowDepth
{
get { return (double)GetValue(ShadowDepthProperty); }
set { SetValue(ShadowDepthProperty, value); }
}
// Using a DependencyProperty as the backing store for ShadowDepth. This enables animation, styling, binding, etc...
public static readonly DependencyProperty ShadowDepthProperty =
DependencyProperty.Register("ShadowDepth", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(
5.0, FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.ShadowDepth = 0;
})));
/// <summary>
/// Size of the shadow
/// </summary>
[Category("Common Properties"), Description("Size of the drop shadow")]
public double BlurRadius
{
get { return (double)GetValue(BlurRadiusProperty); }
set { SetValue(BlurRadiusProperty, value); }
}
// Using a DependencyProperty as the backing store for BlurRadius. This enables animation, styling, binding, etc...
public static readonly DependencyProperty BlurRadiusProperty =
DependencyProperty.Register("BlurRadius", typeof(double), typeof(FastShadow),
new FrameworkPropertyMetadata(10.0,
FrameworkPropertyMetadataOptions.AffectsRender,
new PropertyChangedCallback((o, e) => {
FastShadow f = o as FastShadow;
if ((double)e.NewValue < 0)
f.BlurRadius = 0;
})));
/// <summary>
/// Angle of the shadow
/// </summary>
[Category("Common Properties"), Description("Angle of the shadow")]
public int Direction
{
get { return (int)GetValue(DirectionProperty); }
set { SetValue(DirectionProperty, value); }
}
// Using a DependencyProperty as the backing store for Direction. This enables animation, styling, binding, etc...
public static readonly DependencyProperty DirectionProperty =
DependencyProperty.Register("Direction", typeof(int), typeof(FastShadow),
new FrameworkPropertyMetadata(315, FrameworkPropertyMetadataOptions.AffectsRender));
#endregion Dynamic Properties
#region Protected Methods
protected override void OnRender(DrawingContext drawingContext)
{
double distance = Math.Max(0, ShadowDepth);
double blurRadius = Math.Max(BlurRadius, 0);
double angle = Direction + 45; // Make it behave the same as DropShadowEffect
Rect shadowBounds = new Rect(new Point(0, 0),
new Size(RenderSize.Width, RenderSize.Height));
shadowBounds.Inflate(blurRadius, blurRadius);
Color color = Color;
// Transform angle for "Direction"
double angleRad = angle * Math.PI / 180.0;
double xDispl = distance;
double yDispl = distance;
double newX = xDispl * Math.Cos(angleRad) - yDispl * Math.Sin(angleRad);
double newY = yDispl * Math.Cos(angleRad) + xDispl * Math.Sin(angleRad);
TranslateTransform translate = new TranslateTransform(newX, newY);
Rect transformed = translate.TransformBounds(shadowBounds);
// Hint: you can make the blur radius consume more "centre"
// region of the bounding box by doubling this here
// blurRadius = blurRadius * 2;
// Build a set of rectangles for the shadow box
Rect[] edges = new Rect[] {
new Rect(new Point(transformed.X,transformed.Y), new Size(blurRadius,blurRadius)), // TL
new Rect(new Point(transformed.X+blurRadius,transformed.Y), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // T
new Rect(new Point(transformed.Right-blurRadius,transformed.Y), new Size(blurRadius,blurRadius)), // TR
new Rect(new Point(transformed.Right-blurRadius,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // R
new Rect(new Point(transformed.Right-blurRadius,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BR
new Rect(new Point(transformed.X+blurRadius,transformed.Bottom-blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),blurRadius)), // B
new Rect(new Point(transformed.X,transformed.Bottom-blurRadius), new Size(blurRadius,blurRadius)), // BL
new Rect(new Point(transformed.X,transformed.Y+blurRadius), new Size(blurRadius,Math.Max(transformed.Height-(blurRadius*2),0))), // L
new Rect(new Point(transformed.X+blurRadius,transformed.Y+blurRadius), new Size(Math.Max(transformed.Width-(blurRadius*2),0),Math.Max(transformed.Height-(blurRadius*2),0))), // C
};
// Gradient stops look a lot prettier than
// a perfectly linear gradient..
GradientStopCollection gsc = new GradientStopCollection();
Color stopColor = color;
stopColor.A = (byte)(color.A);
gsc.Add(new GradientStop(color, 0.0));
stopColor.A = (byte)(.74336 * color.A);
gsc.Add(new GradientStop(stopColor, 0.1));
stopColor.A = (byte)(.38053 * color.A);
gsc.Add(new GradientStop(stopColor, 0.3));
stopColor.A = (byte)(.12389 * color.A);
gsc.Add(new GradientStop(stopColor, 0.5));
stopColor.A = (byte)(.02654 * color.A);
gsc.Add(new GradientStop(stopColor, 0.7));
stopColor.A = (byte)(0);
gsc.Add(new GradientStop(stopColor, 0.9));
gsc.Freeze();
Brush[] colors = new Brush[]{
// TL
new RadialGradientBrush(gsc){ Center = new Point(1, 1), GradientOrigin = new Point(1, 1), RadiusX=1, RadiusY=1},
// T
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,1), EndPoint=new Point(0,0)},
// TR
new RadialGradientBrush(gsc){ Center = new Point(0, 1), GradientOrigin = new Point(0, 1), RadiusX=1, RadiusY=1},
// R
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(1,0)},
// BR
new RadialGradientBrush(gsc){ Center = new Point(0, 0), GradientOrigin = new Point(0, 0), RadiusX=1, RadiusY=1},
// B
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(0,0), EndPoint=new Point(0,1)},
// BL
new RadialGradientBrush(gsc){ Center = new Point(1, 0), GradientOrigin = new Point(1, 0), RadiusX=1, RadiusY=1},
// L
new LinearGradientBrush(gsc, 0){ StartPoint = new Point(1,0), EndPoint=new Point(0,0)},
// C
new SolidColorBrush(color),
};
// This is a test pattern, uncomment to see how I'm drawing this
//Brush[] colors = new Brush[]{
// Brushes.Red,
// Brushes.Green,
// Brushes.Blue,
// Brushes.Fuchsia,
// Brushes.Gainsboro,
// Brushes.LimeGreen,
// Brushes.Navy,
// Brushes.Orange,
// Brushes.White,
//};
double[] guidelineSetX = new double[] { transformed.X,
transformed.X+blurRadius,
transformed.Right-blurRadius,
transformed.Right};
double[] guidelineSetY = new double[] { transformed.Y,
transformed.Y+blurRadius,
transformed.Bottom-blurRadius,
transformed.Bottom};
drawingContext.PushGuidelineSet(new GuidelineSet(guidelineSetX, guidelineSetY));
for (int i = 0; i < edges.Length; i++)
{
drawingContext.DrawRoundedRectangle(colors[i], null, edges[i], 0.0, 0.0);
}
drawingContext.Pop();
}
#endregion
}
}
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Soo..用法是这样的;
<Sichbo:FastShadow Color="Black" ShadowDepth="0" BlurRadius="30">
<Grid>.. content here ..</Grid>
</Sichbo:FastShadow>
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.. 输出应该非常接近 PS dropshadow 所做的.. 显然只适用于“四四方方”的元素,但运行时的速度差异应该是白天和黑夜,动画在高分辨率下应该如丝般流畅,你会得到让你的 UI 看起来很漂亮。
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