需要SlimDX才能快速显示图像

时间:2013-08-07 14:37:05

标签: c# image latency slimdx

我需要非常快速地显示图像(大约60 FPS)。 Picturebox / Panel不能以更高的分辨率完成工作,所以我现在转向SlimDX,我希望这是正确的举措。

由于SlimDX使用Directx,而DirectX使用GPU,我应该能够非常快速地完成。根据我的理解,GPU使用图像比使用CPU快得多。

我这样做:

MessagePump.Run(form, () =>
{
    device.BeginScene();
    sprite.Begin(SlimDX.Direct3D9.SpriteFlags.None);
    tx = SlimDX.Direct3D9.Texture.FromStream(device, (new MemoryStream(reader.ReadBytes(reader.ReadInt32()))), SlimDX.Direct3D9.Usage.None, SlimDX.Direct3D9.Pool.Managed);
    sprite.Draw(tx, Color.Transparent);

    sprite.End();
    device.EndScene();
    device.Present();
});

初始化一切:

var form = new RenderForm("Test");
form.Width = 1280;
form.Height = 720;
SlimDX.Direct3D9.PresentParameters presentParams = new SlimDX.Direct3D9.PresentParameters
{
 BackBufferWidth = form.Width,
 BackBufferHeight = form.Height,
 DeviceWindowHandle = form.Handle,
 PresentFlags = SlimDX.Direct3D9.PresentFlags.None,
 BackBufferCount = 0,
 PresentationInterval = SlimDX.Direct3D9.PresentInterval.Immediate,
 SwapEffect = SlimDX.Direct3D9.SwapEffect.Discard,
 BackBufferFormat = SlimDX.Direct3D9.Format.A8R8G8B8,
 Windowed = true,
};

device = new SlimDX.Direct3D9.Device(new SlimDX.Direct3D9.Direct3D(), 0, SlimDX.Direct3D9.DeviceType.Hardware, form.Handle, SlimDX.Direct3D9.CreateFlags.HardwareVertexProcessing, presentParams);
device.Viewport = new SlimDX.Direct3D9.Viewport(0, 0, form.Width, form.Height);
    SlimDX.Direct3D9.Sprite sprite;
    SlimDX.Direct3D9.Texture tx;
    sprite = new SlimDX.Direct3D9.Sprite(device);
    tx = new SlimDX.Direct3D9.Texture(device, form.Width, form.Height, 0, SlimDX.Direct3D9.Usage.None, SlimDX.Direct3D9.Format.X8R8G8B8, SlimDX.Direct3D9.Pool.Managed);

这有两个问题:

  1. 它非常慢; picturebox快得多
  2. 显示图像不正确(放大)
  3. enter image description here

1 个答案:

答案 0 :(得分:0)

你需要缓存纹理,因为每个帧都很慢。 E.g。

公共类CacheObjects {     static List cacheSCBrushes = new List();

public static SolidColorBrush GetColorBrush(Color4 Color, Direct2D.RenderTarget renderTGT)
{
     // ERROR: Not supported in C#: OnErrorStatement

    SolidColorBrush returnBrush = null;
    bool found = false;
    foreach (void br_loopVariable in cacheSCBrushes) {
        br = br_loopVariable;
        if (br.Color.Red == Color.Red) {
            if (br.Color.Green == Color.Green) {
                if (br.Color.Blue == Color.Blue) {
                    if (br.Color.Alpha == Color.Alpha) {
                        found = true;
                        returnBrush = br;
                        exit for;
                    }
                }
            }
        }
    }
    if (!found) {
        returnBrush = new SolidColorBrush(renderTGT, Color);
        cacheSCBrushes.Add(returnBrush);
    }
    return returnBrush;
}


public static void ClearCache()
{
    foreach (void Brush_loopVariable in cacheSCBrushes) {
        Brush = Brush_loopVariable;
        Brush.Dispose();
    }
}

}

如果那是不可能的,[在一个单独的线程中],加载接下来的5个纹理......渲染很快,对象创建很慢。

public void LoadTexture () {
//Load the next 5 here
}