WPF

时间:2017-07-06 19:38:34

标签: c# wpf performance garbage-collection

我在使用WPF时遇到了一些严重问题,并且使用DrawingContext,或者特别是VisualDrawingContext来自覆盖元素OnRender或使用DrawingVisual.RenderOpen()

问题在于分配了很多。例如,每次使用绘图上下文时,它似乎都在分配byte[]缓冲区。

如何使用绘图上下文的示例。

using (var drawingContext = m_drawingVisual.RenderOpen())
{
    // Many different drawingContext.Draw calls
    // E.g. DrawEllipse, DrawRectangle etc.
}

override void OnRender(DrawingContext drawingContext)
{
    // Many different drawingContext.Draw calls
    // E.g. DrawEllipse, DrawRectangle etc.
}

这导致大量分配,导致一些不必要的垃圾收集。所以是的,我需要这个,请继续关注主题:)。

使用零或低托管堆分配数在WPF中绘制的选项有哪些?重用对象很好,但我还没有找到一种方法来做到这一点......或者它没有DependencyProperty的问题以及它周围/内部的分配。

我确实知道WritableBitmapEx,但希望找到一个不涉及光栅化到预定义位图的解决方案,而是适当的" vector"例如,仍然可以缩放的图形。

注意:CPU使用率是一个问题,但远低于此造成的巨大垃圾压力。

更新:我正在寻找.NET Framework 4.5+的解决方案,如果以后的版本中有任何内容,例如4.7这可能有助于解决这个问题。但它适用于桌面.NET Framework。

更新2:两个主要方案的简要说明。所有示例都已使用CLRProfiler进行了分析,并且它清楚地表明由于此而发生了大量分配,这对我们的用例来说是一个问题。请注意,这是用于传达原则而不是确切代码的示例代码。

A :此方案如下所示。基本上,会显示一个图像,并通过自定义DrawingVisualControl绘制一些叠加图形,然后使用using (var drawingContext = m_drawingVisual.RenderOpen())获取绘图上下文,然后通过它绘制。绘制了大量的椭圆,矩形和文本。此示例还显示了一些缩放内容,这仅适用于缩放等。

<Viewbox x:Name="ImageViewbox"  VerticalAlignment="Center" HorizontalAlignment="Center">
    <Grid x:Name="ImageGrid" SnapsToDevicePixels="True" ClipToBounds="True">
        <Grid.LayoutTransform>
            <ScaleTransform x:Name="ImageTransform" CenterX="0" CenterY="0" 
                            ScaleX="{Binding ElementName=ImageScaleSlider, Path=Value}"
                            ScaleY="{Binding ElementName=ImageScaleSlider, Path=Value}" />
        </Grid.LayoutTransform>
        <Image x:Name="ImageSource" RenderOptions.BitmapScalingMode="NearestNeighbor" SnapsToDevicePixels="True"
               MouseMove="ImageSource_MouseMove" /> 
        <v:DrawingVisualControl x:Name="DrawingVisualControl" Visual="{Binding DrawingVisual}" 
                                SnapsToDevicePixels="True" 
                                RenderOptions.BitmapScalingMode="NearestNeighbor" 
                                IsHitTestVisible="False" />
    </Grid>
</Viewbox>

`DrawingVisualControl定义为:

public class DrawingVisualControl : FrameworkElement
{
    public DrawingVisual Visual
    {
        get { return GetValue(DrawingVisualProperty) as DrawingVisual; }
        set { SetValue(DrawingVisualProperty, value); }
    }

    private void UpdateDrawingVisual(DrawingVisual visual)
    {
        var oldVisual = Visual;
        if (oldVisual != null)
        {
            RemoveVisualChild(oldVisual);
            RemoveLogicalChild(oldVisual);
        }

        AddVisualChild(visual);
        AddLogicalChild(visual);
    }

    public static readonly DependencyProperty DrawingVisualProperty =
          DependencyProperty.Register("Visual", 
                                      typeof(DrawingVisual),
                                      typeof(DrawingVisualControl),
                                      new FrameworkPropertyMetadata(OnDrawingVisualChanged));

    private static void OnDrawingVisualChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
    {
        var dcv = d as DrawingVisualControl;
        if (dcv == null) { return; }

        var visual = e.NewValue as DrawingVisual;
        if (visual == null) { return; }

        dcv.UpdateDrawingVisual(visual);
    }

    protected override int VisualChildrenCount
    {
        get { return (Visual != null) ? 1 : 0; }
    }

    protected override Visual GetVisualChild(int index)
    {
        return this.Visual;
    }
}

B :第二种情况涉及绘制一个移动的网格&#34;例如,数据20行100列,其中元素由边框和具有不同颜色的文本组成,以显示某些状态。网格根据外部输入移动,现在每秒仅更新5-10次。 30 fps会更好。因此,这会更新ObservableCollection中绑定到ListBoxVirtualizingPanel.IsVirtualizing="True")且ItemsPanelCanvas的2000个项目。在我们的正常使用情况下,我们甚至无法显示这一点,因为它的分配太多,以至于GC停顿变得太长而频繁。

<ListBox x:Name="Items" Background="Black" 
     VirtualizingPanel.IsVirtualizing="True" SnapsToDevicePixels="True">
    <ListBox.ItemTemplate>
        <DataTemplate DataType="{x:Type vm:ElementViewModel}">
            <Border Width="{Binding Width_mm}" Height="{Binding Height_mm}"
                    Background="{Binding BackgroundColor}" 
                    BorderBrush="{Binding BorderColor}" 
                    BorderThickness="3">
                <TextBlock Foreground="{Binding DrawColor}" Padding="0" Margin="0"
                   Text="{Binding TextResult}" FontSize="{Binding FontSize_mm}" 
                   TextAlignment="Center" VerticalAlignment="Center" 
                   HorizontalAlignment="Center"/>
            </Border>
        </DataTemplate>
    </ListBox.ItemTemplate>
    <ListBox.ItemContainerStyle>
        <Style TargetType="{x:Type ListBoxItem}">
            <Setter Property="Canvas.Left" Value="{Binding X_mm}"/>
            <Setter Property="Canvas.Top" Value="{Binding Y_mm}"/>
        </Style>
    </ListBox.ItemContainerStyle>
    <ListBox.ItemsPanel>
        <ItemsPanelTemplate>
            <Canvas IsItemsHost="True"
                Width="{Binding CanvasWidth_mm}"
                Height="{Binding CanvasHeight_mm}"
                />
        </ItemsPanelTemplate>
    </ListBox.ItemsPanel>
</ListBox>

这里有很多数据绑定,值类型的框确实需要进行大量分配,但这不是主要问题。这是WPF完成的分配。

3 个答案:

答案 0 :(得分:1)

一些输入

您的代码不可用,所以我只能建议。 在性能方面,请使用Microsoft提供的分析工具。 您可以找到工具here

您可以阅读的另一个重要链接是WPF graphics

注意: - 尝试使用绘图组

答案 1 :(得分:1)

WinForms Canvas解决方案存在一些问题,特别是所谓的&#34;空域&#34;因WindowsFormsHost与WPF交互的问题。为了简短起见,这意味着不能在主机上绘制WPF视觉效果。

这可以通过识别,因为我们必须双倍缓冲,我们也可以缓冲到WriteableBitmap,然后可以通过Image控件照常绘制。

这可以通过使用如下所示的实用程序类来实现:

using System;
using System.Drawing;
using System.Windows;
using SWM = System.Windows.Media;
using SWMI = System.Windows.Media.Imaging;

public class GdiGraphicsWriteableBitmap
{
    readonly Action<Rectangle, Graphics> m_draw;
    SWMI.WriteableBitmap m_wpfBitmap = null;
    Bitmap m_gdiBitmap = null;

    public GdiGraphicsWriteableBitmap(Action<Rectangle, Graphics> draw)
    {
        if (draw == null) { throw new ArgumentNullException(nameof(draw)); }
        m_draw = draw;
    }

    public SWMI.WriteableBitmap WriteableBitmap => m_wpfBitmap;

    public bool IfNewSizeResizeAndDraw(int width, int height)
    {
        if (m_wpfBitmap == null ||
            m_wpfBitmap.PixelHeight != height ||
            m_wpfBitmap.PixelWidth != width)
        {
            Reset();
            // Can't dispose wpf
            const double Dpi = 96;
            m_wpfBitmap = new SWMI.WriteableBitmap(width, height, Dpi, Dpi,
                SWM.PixelFormats.Bgr24, null);
            var ptr = m_wpfBitmap.BackBuffer;
            m_gdiBitmap = new Bitmap(width, height, m_wpfBitmap.BackBufferStride,
                System.Drawing.Imaging.PixelFormat.Format24bppRgb, ptr);

            Draw();

            return true;
        }
        return false;
    }

    public void Draw()
    {
        if (m_wpfBitmap != null)
        {
            m_wpfBitmap.Lock();
            int width = m_wpfBitmap.PixelWidth;
            int height = m_wpfBitmap.PixelHeight;
            {
                using (var g = Graphics.FromImage(m_gdiBitmap))
                {
                    m_draw(new Rectangle(0, 0, width, height), g);
                }
            }
            m_wpfBitmap.AddDirtyRect(new Int32Rect(0, 0, width, height));
            m_wpfBitmap.Unlock();
        }
    }

    // If window containing this is not shown, one can Reset to stop draw or similar...
    public void Reset()
    {
        m_gdiBitmap?.Dispose();
        m_wpfBitmap = null;
    }
}

然后将ImageSource绑定到XAML中的Image

    <Grid x:Name="ImageContainer" SnapsToDevicePixels="True">
        <Image x:Name="ImageSource" 
               RenderOptions.BitmapScalingMode="HighQuality" SnapsToDevicePixels="True">
        </Image>
    </Grid>

并且处理在Grid上调整大小以使WriteableBitmap的大小匹配,例如:

public partial class SomeView : UserControl
{
    ISizeChangedViewModel m_viewModel = null;

    public SomeView()
    {
        InitializeComponent();

        this.DataContextChanged += OnDataContextChanged;
    }

    void OnDataContextChanged(object sender, DependencyPropertyChangedEventArgs e)
    {
        if (m_viewModel != null)
        {
            this.ImageContainer.SizeChanged -= ImageSource_SizeChanged;
        }
        m_viewModel = e.NewValue as ISizeChangedViewModel;
        if (m_viewModel != null)
        {
            this.ImageContainer.SizeChanged += ImageSource_SizeChanged;
        }
    }

    private void ImageSource_SizeChanged(object sender, SizeChangedEventArgs e)
    {
        var newSize = e.NewSize;
        var width = (int)Math.Round(newSize.Width);
        var height = (int)Math.Round(newSize.Height);
        m_viewModel?.SizeChanged(width, height);
    }
}

这样,您可以使用WinForms / GDI +进行零堆分配绘图,如果您愿意,甚至可以使用WriteableBitmapEx。请注意,您可以通过GDI + incl获得出色的DrawString支持。 MeasureString

缺点是这是光栅化的,有时会出现一些插值问题。因此,请务必在父窗口/用户控件上设置UseLayoutRounding="True"

答案 2 :(得分:0)

使用WindowsFormsHost和GDI +中描述的Walkthrough: Hosting a Windows Forms Control in WPF by Using XAML进行绘图。这不是一个完美的解决方案,但是 - 现在 - 我能找到的最好的选择。

<Grid>
    <WindowsFormsHost x:Name="WinFormsHost>
        <custom:Canvas x:Name="Canvas" />
    </WindowsFormsHost>
</Grid>

然后创建自定义控件并覆盖OnPaint,例如:

public partial class Canvas 
    : UserControl
{
    // Implementing custom double buffered graphics, since this is a lot
    // faster both when drawing and with respect to GC, since normal
    // double buffered graphics leaks disposable objects that the GC needs to finalize
    protected BufferedGraphicsContext m_bufferedGraphicsContext = 
        new BufferedGraphicsContext();
    protected BufferedGraphics m_bufferedGraphics = null;
    protected Rectangle m_currentClientRectangle = new Rectangle();

    public Canvas()
    {
        InitializeComponent();
        Setup();
    }

    private void Setup()
    {
        SetStyle(ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint |
                 ControlStyles.Opaque | ControlStyles.ResizeRedraw, true);
        DoubleBuffered = false;

        this.Dock = DockStyle.Fill;
    }

    private void DisposeManagedResources()
    {
        m_bufferedGraphicsContext.Dispose();
        if (m_bufferedGraphics != null)
        {
            m_bufferedGraphics.Dispose();
        }
    }

    protected override void OnPaintBackground(PaintEventArgs e)
    {
        // Background paint is done in OnPaint
        // This reduces the "leaks" of System.Windows.Forms.Internal.DeviceContext 
        // and the amount of "GC" handles created considerably
        // as found by using CLR Profiler
    }

    protected override void OnPaint(PaintEventArgs e)
    {
        // Specifically not calling base here since we draw entire area ourselves
        // base.OnPaint(e);
        // Should this be disposed? 
        using (e)
        using (var targetGraphics = e.Graphics)
        {
            ReallocBufferedGraphics(targetGraphics);

            // Use buffered graphics object
            var graphics = m_bufferedGraphics.Graphics;
            // Raise paint event
            PaintEvent?.Invoke(this.ClientRectangle, e.ClipRectangle, graphics);

            // Render to target graphics i.e. paint event args graphics
            m_bufferedGraphics.Render(targetGraphics);
        }
    }

    protected virtual void ReallocBufferedGraphics(Graphics graphics)
    {
        Rectangle newClientRectangle = this.ClientRectangle;

        // Realloc if new client rectangle is not contained within the current
        // or if no buffered graphics exists
        bool reallocBufferedGraphics = ShouldBufferBeReallocated(newClientRectangle);
        if (reallocBufferedGraphics)
        {
            if (m_bufferedGraphics != null)
            {
                m_bufferedGraphics.Dispose();
            }
            m_bufferedGraphics = m_bufferedGraphicsContext.Allocate(
                 graphics, newClientRectangle);
            m_currentClientRectangle = newClientRectangle;
        }
    }

    protected virtual bool ShouldBufferBeReallocated(Rectangle newClientRectangle)
    {
        return !m_currentClientRectangle.Contains(newClientRectangle) || 
                m_bufferedGraphics == null;
    }

    /// <summary>
    /// PaintEvent with <c>clientRectangle, clipRectangle, graphics</c> for the canvas.
    /// </summary>
    public event Action<Rectangle, Rectangle, Graphics> PaintEvent;
}

更新:更新了Canvas控件以真正堆分配。