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焦点热文:[WPF] 使用Silk.NET绘制D3D9或OpenGL内容并完美解决空域问题。

来源:博客园

可扩展渲染控件实现的基本思路(D3D、OpenGL绘制所使用的基类):

首先创建一个抽象类 FramebufferBase,该类主要记录当前控件宽高和图像资源。


(资料图)

public abstract class FramebufferBase : IDisposable{    public abstract int FramebufferWidth { get; }    public abstract int FramebufferHeight { get; }    public abstract D3DImage D3dImage { get; }    public abstract void Dispose();}
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接下来创建一个基本绘制控件,我这边取名为GameBase。

public abstract class GameBase : Control where TFrame : FramebufferBase

当我们在绘制3d内容的时候,总是会先在绘制前做一个准备,比如加载Shader,设置顶点、纹理等等。。。

所以我们应该加入 准备阶段事件 和 绘制事件。

当然如果当前帧绘制完成后,我们也可以做一些操作为下一次渲染做准备。

public abstract event Action Ready;public abstract event Action Render;public abstract event Action UpdateFrame;
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创建三个抽象方法OnStart、OnDraw、OnSizeChanged

因为D3D和OpenGL创建帧和绘制的方式不太一致,所以需要提出来在继承类中做实现。

protected abstract void OnStart();protected abstract void OnDraw(DrawingContext drawingContext);protected abstract void OnSizeChanged(SizeChangedInfo sizeInfo);
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重载OnRenderSizeChanged、OnRender方法

因为新版本VS加入后了设计时预览,所以我判断了下(DesignerProperties.GetIsInDesignMode)。

protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo){    if (!DesignerProperties.GetIsInDesignMode(this))    {        OnSizeChanged(sizeInfo);    }}protected override void OnRender(DrawingContext drawingContext){  if (DesignerProperties.GetIsInDesignMode(this))  {    DesignTimeHelper.DrawDesign(this, drawingContext);  }  else  {    if (Framebuffer != null && Framebuffer.D3dImage.IsFrontBufferAvailable)    {      OnDraw(drawingContext);      _stopwatch.Restart();    }  }}
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创建一个Start方法

CompositionTarget.Rendering事件用于帧绘制并计算帧率。

public void Start(){  if (!DesignerProperties.GetIsInDesignMode(this))  {    IsVisibleChanged += (_, e) =>    {      if ((bool)e.NewValue)      {        CompositionTarget.Rendering += CompositionTarget_Rendering;      }      else      {        CompositionTarget.Rendering -= CompositionTarget_Rendering;      }    };    Loaded += (_, _) => InvalidateVisual();    OnStart();  }}private void CompositionTarget_Rendering(object sender, EventArgs e){  RenderingEventArgs args = (RenderingEventArgs)e;  if (_lastRenderTime != args.RenderingTime)  {    InvalidateVisual();    _fpsSample.Add(Convert.ToInt32(1000.0d / (args.RenderingTime.TotalMilliseconds - _lastRenderTime.TotalMilliseconds)));    // 样本数 30    if (_fpsSample.Count == 30)    {      Fps = Convert.ToInt32(_fpsSample.Average());      _fpsSample.Clear();    }    _lastRenderTime = args.RenderingTime;  }}
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初期阶段,做这些准备就够了

剩下一些变量和依赖属性

public static readonly DependencyProperty FpsProperty = DependencyProperty.Register(nameof(Fps), typeof(int), typeof(GameBase), new PropertyMetadata(0));    protected readonly Stopwatch _stopwatch = Stopwatch.StartNew();private readonly List _fpsSample = new();protected TimeSpan _lastRenderTime = TimeSpan.FromSeconds(-1);protected TimeSpan _lastFrameStamp;protected TFrame Framebuffer { get; set; }public int Fps{    get { return (int)GetValue(FpsProperty); }    set { SetValue(FpsProperty, value); }}
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OK,基本思路就这样,接下来我将讲解具体实现。

D3D9绘制:

使用库:Silk.NET.Direct3D9

创建RenderContext类,此类主要功能是创建d3d设备及绘制格式。

创建一个d3d9的实例。

IDirect3D9Ex* direct3D9;
D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9);

获取屏幕基本信息。

Displaymodeex pMode = new((uint)sizeof(Displaymodeex));direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null);

创建d3d9设备。

重要参数:

BackBufferFormat 这个要与获取的屏幕信息里的格式一致。

PresentParameters presentParameters = new(){  Windowed = 1,  SwapEffect = Swapeffect.Discard,  HDeviceWindow = 0,  PresentationInterval = 0,  BackBufferFormat = pMode.Format,  BackBufferWidth = 1,  BackBufferHeight = 1,  AutoDepthStencilFormat = Format.Unknown,  BackBufferCount = 1,  EnableAutoDepthStencil = 0,  Flags = 0,  FullScreenRefreshRateInHz = 0,  MultiSampleQuality = 0,  MultiSampleType = MultisampleType.MultisampleNone};direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device);
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完整代码:

public unsafe class RenderContext{    public IDirect3DDevice9Ex* Device { get; }    public Format Format { get; }    public RenderContext()    {        IDirect3D9Ex* direct3D9;        IDirect3DDevice9Ex* device;        D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9);        Displaymodeex pMode = new((uint)sizeof(Displaymodeex));        direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null);        PresentParameters presentParameters = new()        {            Windowed = 1,            SwapEffect = Swapeffect.Discard,            HDeviceWindow = 0,            PresentationInterval = 0,            BackBufferFormat = pMode.Format,            BackBufferWidth = 1,            BackBufferHeight = 1,            AutoDepthStencilFormat = Format.Unknown,            BackBufferCount = 1,            EnableAutoDepthStencil = 0,            Flags = 0,            FullScreenRefreshRateInHz = 0,            MultiSampleQuality = 0,            MultiSampleType = MultisampleType.MultisampleNone        };        direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device);        Device = device;        Format = pMode.Format;    }}
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继承FramebufferBase创建Framebuffer类

这里就是根据传入的宽高创建一个新的Surface并绑定到D3DImage上

public unsafe class Framebuffer : FramebufferBase{    public RenderContext Context { get; }    public override int FramebufferWidth { get; }    public override int FramebufferHeight { get; }    public override D3DImage D3dImage { get; }    public Framebuffer(RenderContext context, int framebufferWidth, int framebufferHeight)    {        Context = context;        FramebufferWidth = framebufferWidth;        FramebufferHeight = framebufferHeight;        IDirect3DSurface9* surface;        context.Device->CreateRenderTarget((uint)FramebufferWidth, (uint)FramebufferHeight, context.Format, MultisampleType.MultisampleNone, 0, 0, &surface, null);        context.Device->SetRenderTarget(0, surface);        D3dImage = new D3DImage();        D3dImage.Lock();        D3dImage.SetBackBuffer(D3DResourceType.IDirect3DSurface9, (IntPtr)surface);        D3dImage.Unlock();    }    public override void Dispose()    {        GC.SuppressFinalize(this);    }}
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创建GameControl,并继承GameBase

public unsafe class GameControl : GameBase<framebuffer>
private RenderContext _context;public IDirect3DDevice9Ex* Device { get; private set; }public Format Format { get; private set; }public override event Action Ready;public override event Action Render;public override event Action UpdateFrame;

重载OnStart方法

在使用时,OnStart只调用一次并创建RenderContext

protected override void OnStart(){  if (_context == null)  {    _context = new RenderContext();    Device = _context.Device;    Format = _context.Format;    Ready?.Invoke();  }}
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重载OnSizeChanged方法

每当控件大小方式改变时,将重新创建Framebuffer。

protected override void OnSizeChanged(SizeChangedInfo sizeInfo){  if (_context != null && sizeInfo.NewSize.Width > 0 && sizeInfo.NewSize.Height > 0)  {    Framebuffer?.Dispose();    Framebuffer = new Framebuffer(_context, (int)sizeInfo.NewSize.Width, (int)sizeInfo.NewSize.Height);  }}
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重载OnDraw方法

首先锁定D3dImage,执行Render进行绘制。

绘制完成后,刷新D3dImage并解锁。

将D3dImage资源绘制到控件上。

执行UpdateFrame,告诉使用者,已经绘制完成。

protected override void OnDraw(DrawingContext drawingContext){  Framebuffer.D3dImage.Lock();  Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);  Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));  Framebuffer.D3dImage.Unlock();  Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);  drawingContext.DrawImage(Framebuffer.D3dImage, rect);  UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);}
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使用方式:

                        
Xaml
using Silk.NET.Direct3D9;using Silk.NET.Maths;using SilkWPF.Common;using System.Diagnostics;using System.Numerics;using System.Runtime.InteropServices;using System.Windows.Controls;namespace SilkWPF.Direct3D9.Sample;/// /// MiniTri.xaml 的交互逻辑/// public unsafe partial class MiniTri : UserControl{    [StructLayout(LayoutKind.Sequential)]    struct Vertex    {        public Vector4 Position;        public uint Color;    }    private readonly Stopwatch _stopwatch = Stopwatch.StartNew();    private readonly Vertex[] _vertices =    {        new Vertex() { Color = (uint)SilkColor.Red.ToBgra(), Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) },        new Vertex() { Color = (uint)SilkColor.Blue.ToBgra(), Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) },        new Vertex() { Color = (uint)SilkColor.Green.ToBgra(), Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) }    };    private readonly Vertexelement9[] _vertexelements =    {        new Vertexelement9(0, 0, 3, 0, 9, 0),        new Vertexelement9(0, 16, 4, 0, 10, 0),        new Vertexelement9(255, 0, 17, 0, 0, 0)    };    private IDirect3DVertexBuffer9* _ppVertexBuffer;    private IDirect3DVertexDeclaration9* _ppDecl;    public MiniTri()    {        InitializeComponent();        Game.Ready += Game_Ready;        Game.Render += Game_Render;        Game.Start();    }    private void Game_Ready()    {        fixed (Vertex* ptr = &_vertices[0])        {            fixed (Vertexelement9* vertexElems = &_vertexelements[0])            {                void* ppbData;                Game.Device->CreateVertexBuffer(3 * 20, D3D9.UsageWriteonly, 0, Pool.Default, ref _ppVertexBuffer, null);                _ppVertexBuffer->Lock(0, 0, &ppbData, 0);                System.Runtime.CompilerServices.Unsafe.CopyBlockUnaligned(ppbData, ptr, (uint)(sizeof(Vertex) * _vertices.Length));                _ppVertexBuffer->Unlock();                Game.Device->CreateVertexDeclaration(vertexElems, ref _ppDecl);            }        }    }    private void Game_Render(TimeSpan obj)    {        float hue = (float)_stopwatch.Elapsed.TotalSeconds * 0.15f % 1;        Vector4 vector = new(1.0f * hue, 1.0f * 0.75f, 1.0f * 0.75f, 1.0f);        Game.Device->Clear(0, null, D3D9.ClearTarget, (uint)SilkColor.FromHsv(vector).ToBgra(), 1.0f, 0);        Game.Device->BeginScene();        Game.Device->SetStreamSource(0, _ppVertexBuffer, 0, 20);        Game.Device->SetVertexDeclaration(_ppDecl);        Game.Device->DrawPrimitive(Primitivetype.Trianglelist, 0, 1);        Game.Device->EndScene();        Game.Device->Present((Rectangle*)IntPtr.Zero, (Rectangle*)IntPtr.Zero, 1, (RGNData*)IntPtr.Zero);    }}
C#

运行代码,你将得到一个渐变颜色的三角形(amd处理器上对d3d9的支持特别差,使用MediaElement播放视频也卡的不行)。

显示帧数比较低,不用太在意(amd出来背锅)。

接下来时绘制OpenGL内容:

分割一下——————————————————————————————————————————————————————————————————

OpenGL绘制:

实现思路:

使用库:Silk.NET.Direct3D9、OpenTK

可能大家比较奇怪,为什么不用Silk.NET.OpenGL,

目前Silk中的Wgl函数并不完整,我这里需要一些wgl的扩展函数用于关联D3D9设备。

所以我就先使用OpenTK做绘制。

创建一个OpenGL的配置信息类Settings

public class Settings{    public int MajorVersion { get; set; } = 3;    public int MinorVersion { get; set; } = 3;    public ContextFlags GraphicsContextFlags { get; set; } = ContextFlags.Default;    public ContextProfile GraphicsProfile { get; set; } = ContextProfile.Core;    public IGraphicsContext ContextToUse { get; set; }    public static bool WouldResultInSameContext([NotNull] Settings a, [NotNull] Settings b)    {        if (a.MajorVersion != b.MajorVersion)        {            return false;        }        if (a.MinorVersion != b.MinorVersion)        {            return false;        }        if (a.GraphicsProfile != b.GraphicsProfile)        {            return false;        }        if (a.GraphicsContextFlags != b.GraphicsContextFlags)        {            return false;        }        return true;    }}
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创建RenderContext类

具体实现与d3d差不太多,主要是创建设备。

不过要注意GetOrCreateSharedOpenGLContext方法,他是静态的,

我们在初始化wgl时需要一个窗体,所以我在这里让所有绘制控件都使用一个窗体。

public unsafe class RenderContext{    private static IGraphicsContext _sharedContext;    private static Settings _sharedContextSettings;    private static int _sharedContextReferenceCount;    public Format Format { get; }    public IntPtr DxDeviceHandle { get; }    public IntPtr GlDeviceHandle { get; }    public IGraphicsContext GraphicsContext { get; }    public RenderContext(Settings settings)    {        IDirect3D9Ex* direct3D9;        IDirect3DDevice9Ex* device;        D3D9.GetApi().Direct3DCreate9Ex(D3D9.SdkVersion, &direct3D9);        Displaymodeex pMode = new((uint)sizeof(Displaymodeex));        direct3D9->GetAdapterDisplayModeEx(D3D9.AdapterDefault, ref pMode, null);        Format = pMode.Format;        PresentParameters presentParameters = new()        {            Windowed = 1,            SwapEffect = Swapeffect.Discard,            HDeviceWindow = 0,            PresentationInterval = 0,            BackBufferFormat = Format,            BackBufferWidth = 1,            BackBufferHeight = 1,            AutoDepthStencilFormat = Format.Unknown,            BackBufferCount = 1,            EnableAutoDepthStencil = 0,            Flags = 0,            FullScreenRefreshRateInHz = 0,            MultiSampleQuality = 0,            MultiSampleType = MultisampleType.MultisampleNone        };        direct3D9->CreateDeviceEx(D3D9.AdapterDefault, Devtype.Hal, 0, D3D9.CreateHardwareVertexprocessing | D3D9.CreateMultithreaded | D3D9.CreatePuredevice, ref presentParameters, (Displaymodeex*)IntPtr.Zero, &device);        DxDeviceHandle = (IntPtr)device;        GraphicsContext = GetOrCreateSharedOpenGLContext(settings);        GlDeviceHandle = Wgl.DXOpenDeviceNV((IntPtr)device);    }    private static IGraphicsContext GetOrCreateSharedOpenGLContext(Settings settings)    {        if (_sharedContext == null)        {            NativeWindowSettings windowSettings = NativeWindowSettings.Default;            windowSettings.StartFocused = false;            windowSettings.StartVisible = false;            windowSettings.NumberOfSamples = 0;            windowSettings.APIVersion = new Version(settings.MajorVersion, settings.MinorVersion);            windowSettings.Flags = ContextFlags.Offscreen | settings.GraphicsContextFlags;            windowSettings.Profile = settings.GraphicsProfile;            windowSettings.WindowBorder = WindowBorder.Hidden;            windowSettings.WindowState = WindowState.Minimized;            NativeWindow nativeWindow = new(windowSettings);            Wgl.LoadBindings(new GLFWBindingsContext());            _sharedContext = nativeWindow.Context;            _sharedContextSettings = settings;            _sharedContext.MakeCurrent();        }        else        {            if (!Settings.WouldResultInSameContext(settings, _sharedContextSettings))            {                throw new ArgumentException($"The provided {nameof(Settings)} would result" +                                                $"in a different context creation to one previously created. To fix this," +                                                $" either ensure all of your context settings are identical, or provide an " +                                                $"external context via the "{nameof(Settings.ContextToUse)}" field.");            }        }        Interlocked.Increment(ref _sharedContextReferenceCount);        return _sharedContext;    }}
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创建Framebuffer类

这里主要用d3d创建一个Surface,

gl根据Surface生成一个Frame。

public unsafe class Framebuffer : FramebufferBase{    public RenderContext Context { get; }    public override int FramebufferWidth { get; }    public override int FramebufferHeight { get; }    public int GLFramebufferHandle { get; }    public int GLSharedTextureHandle { get; }    public int GLDepthRenderBufferHandle { get; }    public IntPtr DxInteropRegisteredHandle { get; }    public override D3DImage D3dImage { get; }    public TranslateTransform TranslateTransform { get; }    public ScaleTransform FlipYTransform { get; }    public Framebuffer(RenderContext context, int framebufferWidth, int framebufferHeight)    {        Context = context;        FramebufferWidth = framebufferWidth;        FramebufferHeight = framebufferHeight;        IDirect3DDevice9Ex* device = (IDirect3DDevice9Ex*)context.DxDeviceHandle;        IDirect3DSurface9* surface;        void* surfacePtr = (void*)IntPtr.Zero;        device->CreateRenderTarget((uint)FramebufferWidth, (uint)FramebufferHeight, context.Format, MultisampleType.MultisampleNone, 0, 0, &surface, &surfacePtr);        Wgl.DXSetResourceShareHandleNV((IntPtr)surface, (IntPtr)surfacePtr);        GLFramebufferHandle = GL.GenFramebuffer();        GLSharedTextureHandle = GL.GenTexture();        DxInteropRegisteredHandle = Wgl.DXRegisterObjectNV(context.GlDeviceHandle, (IntPtr)surface, (uint)GLSharedTextureHandle, (uint)TextureTarget.Texture2D, WGL_NV_DX_interop.AccessReadWrite);        GL.BindFramebuffer(FramebufferTarget.Framebuffer, GLFramebufferHandle);        GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, GLSharedTextureHandle, 0);        GLDepthRenderBufferHandle = GL.GenRenderbuffer();        GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);        GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, FramebufferWidth, FramebufferHeight);        GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);        GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.StencilAttachment, RenderbufferTarget.Renderbuffer, GLDepthRenderBufferHandle);        GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);        D3dImage = new D3DImage();        D3dImage.Lock();        D3dImage.SetBackBuffer(D3DResourceType.IDirect3DSurface9, (IntPtr)surface);        D3dImage.Unlock();        TranslateTransform = new TranslateTransform(0, FramebufferHeight);        FlipYTransform = new ScaleTransform(1, -1);    }    public override void Dispose()    {        GL.DeleteFramebuffer(GLFramebufferHandle);        GL.DeleteRenderbuffer(GLDepthRenderBufferHandle);        GL.DeleteTexture(GLSharedTextureHandle);        Wgl.DXUnregisterObjectNV(Context.GlDeviceHandle, DxInteropRegisteredHandle);        GC.SuppressFinalize(this);    }}
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创建GameControl并继承GameBase

重载OnDraw方法

跟d3d一样,绘制前需要锁定Frame。

绘制完成后进行刷新。

这里有一点不同的是,OpenGL的顶点在左下角(0,0)

所以要对图像进行翻转。

protected override void OnDraw(DrawingContext drawingContext){  Framebuffer.D3dImage.Lock();  Wgl.DXLockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });  GL.BindFramebuffer(FramebufferTarget.Framebuffer, Framebuffer.GLFramebufferHandle);  GL.Viewport(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight);  Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);  GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);  Wgl.DXUnlockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });  Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));  Framebuffer.D3dImage.Unlock();  drawingContext.PushTransform(Framebuffer.TranslateTransform);  drawingContext.PushTransform(Framebuffer.FlipYTransform);  Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);  drawingContext.DrawImage(Framebuffer.D3dImage, rect);  drawingContext.Pop();  drawingContext.Pop();  UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);}
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其余函数与d3d基本一致,我就不说了(没想到写文章这么累)

完整代码:

public class GameControl : GameBase<framebuffer>{    private RenderContext _context;    public Settings Setting { get; set; } = new Settings();    public override event Action Ready;    public override event Action Render;    public override event Action UpdateFrame;    protected override void OnStart()    {        if (_context == null)        {            _context = new RenderContext(Setting);            Ready?.Invoke();        }    }    protected override void OnSizeChanged(SizeChangedInfo sizeInfo)    {        if (_context != null && sizeInfo.NewSize.Width > 0 && sizeInfo.NewSize.Height > 0)        {            Framebuffer?.Dispose();            Framebuffer = new Framebuffer(_context, (int)sizeInfo.NewSize.Width, (int)sizeInfo.NewSize.Height);        }    }    protected override void OnDraw(DrawingContext drawingContext)    {        Framebuffer.D3dImage.Lock();        Wgl.DXLockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });        GL.BindFramebuffer(FramebufferTarget.Framebuffer, Framebuffer.GLFramebufferHandle);        GL.Viewport(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight);        Render?.Invoke(_stopwatch.Elapsed - _lastFrameStamp);        GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);        Wgl.DXUnlockObjectsNV(_context.GlDeviceHandle, 1, new[] { Framebuffer.DxInteropRegisteredHandle });        Framebuffer.D3dImage.AddDirtyRect(new Int32Rect(0, 0, Framebuffer.FramebufferWidth, Framebuffer.FramebufferHeight));        Framebuffer.D3dImage.Unlock();        drawingContext.PushTransform(Framebuffer.TranslateTransform);        drawingContext.PushTransform(Framebuffer.FlipYTransform);        Rect rect = new(0, 0, Framebuffer.D3dImage.Width, Framebuffer.D3dImage.Height);        drawingContext.DrawImage(Framebuffer.D3dImage, rect);        drawingContext.Pop();        drawingContext.Pop();        UpdateFrame?.Invoke(this, _stopwatch.Elapsed - _lastFrameStamp);    }}
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使用示例:

本文使用的代码地址:

qian-o/SilkWPF (github.com)

关键词: 所使用的 基本一致 这里就是