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Procédure pas à pas : hébergement de contenu Direct3D9 dans WPF

Mise à jour : Juillet 2008

Cette procédure pas à pas indique comment héberger du contenu Direct3D9 dans une application Windows Presentation Foundation (WPF).

Dans cette procédure pas à pas, vous allez effectuer les tâches suivantes :

  • Créer un projet WPF pour héberger du contenu Direct3D9.

  • Importer le contenu Direct3D9.

  • Afficher le contenu Direct3D9 à l'aide de la classe D3DImage.

Lorsque vous aurez terminé, vous saurez comment héberger du contenu Direct3D9 dans une application WPF.

Remarque :

Selon vos paramètres actifs ou votre édition, les boîtes de dialogue et les commandes de menu que vous voyez peuvent différer de celles qui sont décrites dans l'aide. Pour modifier vos paramètres, sélectionnez Importation et exportation de paramètres dans le menu Outils. Pour plus d'informations, consultez Paramètres Visual Studio.

Composants requis

Pour effectuer cette procédure pas à pas, vous devez disposer des composants suivants :

Création du projet WPF

La première étape consiste à créer le projet pour l'application WPF.

Pour créer le projet WPF

Importation du contenu Direct3D9

Vous pouvez importer le contenu Direct3D9 à partir d'une DLL non managée à l'aide de l'attribut DllImport.

Pour importer le contenu Direct3D9

  1. Dans l'éditeur de code, ouvrez Window1.xaml.cs.

  2. Remplacez le code généré automatiquement par le code suivant.

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Windows;
    using System.Windows.Controls;
    using System.Windows.Data;
    using System.Windows.Documents;
    using System.Windows.Input;
    using System.Windows.Interop;
    using System.Windows.Media;
    using System.Windows.Media.Imaging;
    using System.Windows.Navigation;
    using System.Windows.Shapes;
    using System.Windows.Threading;
    using System.Runtime.InteropServices;
    using System.Security.Permissions;
    
    namespace D3DHost
    {
        public partial class Window1 : Window
        {
            public Window1()
            {
                InitializeComponent();
    
                // Set up the initial state for the D3DImage.
                HRESULT.Check(SetSize(512, 512));
                HRESULT.Check(SetAlpha(false));
                HRESULT.Check(SetNumDesiredSamples(4));
    
                // 
                // Optional: Subscribing to the IsFrontBufferAvailableChanged event.
                //
                // If you don't render every frame (e.g. you only render in 
                // reaction to a button click), you should subscribe to the
                // IsFrontBufferAvailableChanged event to be notified when rendered content 
                // is no longer being displayed. This event also notifies you when 
                // the D3DImage is capable of being displayed again. 
    
                // For example, in the button click case, if you don't render again when 
                // the IsFrontBufferAvailable property is set to true, your 
                // D3DImage won't display anything until the next button click.
                //
                // Because this application renders every frame, there is no need to
                // handle the IsFrontBufferAvailableChanged event.
                // 
                CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
    
                //
                // Optional: Multi-adapter optimization
                //
                // The surface is created initially on a particular adapter.
                // If the WPF window is dragged to another adapter, WPF
                // ensures that the D3DImage still shows up on the new
                // adapter. 
                //
                // This process is slow on Windows XP.
                //
                // Performance is better on Vista with a 9Ex device. It's only 
                // slow when the D3DImage crosses a video-card boundary.
                //
                // To work around this issue, you can move your surface when
                // the D3DImage is displayed on another adapter. To
                // determine when that is the case, transform a point on the
                // D3DImage into screen space and find out which adapter
                // contains that screen space point.
                //
                // When your D3DImage straddles two adapters, nothing  
                // can be done, because one will be updating slowly.
                //
                _adapterTimer = new DispatcherTimer();
                _adapterTimer.Tick += new EventHandler(AdapterTimer_Tick);
                _adapterTimer.Interval = new TimeSpan(0, 0, 0, 0, 500);
                _adapterTimer.Start();
    
                //
                // Optional: Surface resizing
                //
                // The D3DImage is scaled when WPF renders it at a size 
                // different from the natural size of the surface. If the
                // D3DImage is scaled up significantly, image quality 
                // degrades. 
                // 
                // To avoid this, you can either create a very large
                // texture initially, or you can create new surfaces as
                // the size changes. Below is a very simple example of
                // how to do the latter.
                //
                // By creating a timer at Render priority, you are guaranteed
                // that new surfaces are created while the element
                // is still being arranged. A 200 ms interval gives
                // a good balance between image quality and performance.
                // You must be careful not to create new surfaces too 
                // frequently. Frequently allocating a new surface may 
                // fragment or exhaust video memory. This issue is more 
                // significant on XDDM than it is on WDDM, because WDDM 
                // can page out video memory.
                //
                // Another approach is deriving from the Image class, 
                // participating in layout by overriding the ArrangeOverride method, and
                // updating size in the overriden method. Performance will degrade
                // if you resize too frequently.
                //
                // Blurry D3DImages can still occur due to subpixel 
                // alignments. 
                //
                _sizeTimer = new DispatcherTimer(DispatcherPriority.Render);
                _sizeTimer.Tick += new EventHandler(SizeTimer_Tick);
                _sizeTimer.Interval = new TimeSpan(0, 0, 0, 0, 200);
                _sizeTimer.Start();
            }
    
            ~Window1()
            {
                Destroy();
            }
    
            void AdapterTimer_Tick(object sender, EventArgs e)
            {
                POINT p = new POINT(imgelt.PointToScreen(new Point(0, 0)));
    
                HRESULT.Check(SetAdapter(p));
            }
    
            void SizeTimer_Tick(object sender, EventArgs e)
            {
                // The following code does not account for RenderTransforms.
                // To handle that case, you must transform up to the root and 
                // check the size there.
    
                // Given that the D3DImage is at 96.0 DPI, its Width and Height 
                // properties will always be integers. ActualWidth/Height 
                // may not be integers, so they are cast to integers. 
                uint actualWidth = (uint)imgelt.ActualWidth;
                uint actualHeight = (uint)imgelt.ActualHeight;
                if ((actualWidth > 0 && actualHeight > 0) &&
                    (actualWidth != (uint)d3dimg.Width || actualHeight != (uint)d3dimg.Height))
                {
                    HRESULT.Check(SetSize(actualWidth, actualHeight));
                }
            }
    
            void CompositionTarget_Rendering(object sender, EventArgs e)
            {
                RenderingEventArgs args = (RenderingEventArgs)e;
    
                // It's possible for Rendering to call back twice in the same frame 
                // so only render when we haven't already rendered in this frame.
                if (d3dimg.IsFrontBufferAvailable && _lastRender != args.RenderingTime)
                {
                    IntPtr pSurface = IntPtr.Zero;
                    HRESULT.Check(GetBackBufferNoRef(out pSurface));
                    if (pSurface != IntPtr.Zero)
                    {
                        d3dimg.Lock();
                        // Repeatedly calling SetBackBuffer with the same IntPtr is 
                        // a no-op. There is no performance penalty.
                        d3dimg.SetBackBuffer(D3DResourceType.IDirect3DSurface9, pSurface);
                        HRESULT.Check(Render());
                        d3dimg.AddDirtyRect(new Int32Rect(0, 0, d3dimg.PixelWidth, d3dimg.PixelHeight));
                        d3dimg.Unlock();
    
                        _lastRender = args.RenderingTime;
                    }
                }
            }
    
            DispatcherTimer _sizeTimer;
            DispatcherTimer _adapterTimer;
            TimeSpan _lastRender;
    
            // Import the methods exported by the unmanaged Direct3D content.
    
            [DllImport("D3DCode.dll")]
            static extern int GetBackBufferNoRef(out IntPtr pSurface);
    
            [DllImport("D3DCode.dll")]
            static extern int SetSize(uint width, uint height);
    
            [DllImport("D3DCode.dll")]
            static extern int SetAlpha(bool useAlpha);
    
            [DllImport("D3DCode.dll")]
            static extern int SetNumDesiredSamples(uint numSamples);
    
            [StructLayout(LayoutKind.Sequential)]
            struct POINT
            {
                public POINT(Point p)
                {
                    x = (int)p.X;
                    y = (int)p.Y;
                }
    
                public int x;
                public int y;
            }
    
            [DllImport("D3DCode.dll")]
            static extern int SetAdapter(POINT screenSpacePoint);
    
            [DllImport("D3DCode.dll")]
            static extern int Render();
    
            [DllImport("D3DCode.dll")]
            static extern void Destroy();
        }
    
        public static class HRESULT
        {
            [SecurityPermissionAttribute(SecurityAction.Demand, Flags = SecurityPermissionFlag.UnmanagedCode)]
            public static void Check(int hr)
            {
                Marshal.ThrowExceptionForHR(hr);
            }
        }
    }
    

Hébergement du contenu Direct3D9

Pour terminer, utilisez la classe D3DImage pour héberger le contenu Direct3D9.

Pour héberger le contenu Direct3D9

  1. Dans Window1.xaml, remplacez le code XAML généré automatiquement par le code XAML suivant.

        <Window x:Class="D3DHost.Window1"
        xmlns="https://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="https://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:i="clr-namespace:System.Windows.Interop;assembly=PresentationCore"
        Title="Window1" Height="300" Width="300" Background="PaleGoldenrod">
        <Grid>
            <Image x:Name="imgelt">
                <Image.Source>
                    <i:D3DImage x:Name="d3dimg" />
                </Image.Source>
            </Image>
        </Grid>
    </Window>
    
  2. Générez le projet.

  3. Copiez la DLL qui contient le contenu Direct3D9 dans le dossier bin/Debug.

  4. Appuyez sur F5 pour exécuter le projet.

    Le contenu Direct3D9 s'affiche dans l'application WPF.

Voir aussi

Concepts

Considérations sur les performances de l'interopérabilité entre Direct3D9 et WPF

Référence

D3DImage

Historique des modifications

Date

Historique

Raison

Juillet 2008

Ajout d'une nouvelle rubrique.

Modifications de fonctionnalités dans le SP1.