使用DirectX或OpenGL是否会加速Windows表单上的2D渲染

本文关键字:表单 2D 渲染 Windows 加速 DirectX OpenGL 是否 使用 | 更新日期: 2023-09-27 18:33:54

我正在做一个结构光项目,我需要以60fps的速度投射本质上的条形码。 这些代码是从 1920x1200 的位图图像构建的。 在 C# 中使用 GDI 时,我在一台非常野兽般的计算机上只能达到 19fps 左右。 我现在正在研究SharpDX,在投入大量时间之前,我想知道通过DirectX或OpenGL将图像渲染到屏幕上是否真的会更快?

示例代码:

// Gets a reference to the current BufferedGraphicsContext
currentContext = BufferedGraphicsManager.Current;
List<Image> imagesGrayCode = new List<Image>();
Bitmap bitmap = (Bitmap)Image.FromFile("F:/LAB/Hardware Triggering Demo/Lib/Patterns_11bit_RLL.tiff");
int count = bitmap.GetFrameCount(FrameDimension.Page);
for (int idx = 0; idx < count; idx++)
{
    // save each frame to a bytestream
    bitmap.SelectActiveFrame(FrameDimension.Page, idx);
    MemoryStream byteStream = new MemoryStream();
    bitmap.Save(byteStream, ImageFormat.Tiff);
    // and then create a new Image from it
    imagesGrayCode.Add(Image.FromStream(byteStream));
    //this.progressBar1.Value = idx;
}

Thread.Sleep(1000);
stopwatch = Stopwatch.StartNew();
int acq_wait_time = 10;
for (int i = 0; i < 10; i++)
{
    foreach (Image img in imagesGrayCode)
    {
        myBuffer.Graphics.DrawImage(img, this.DisplayRectangle);
        // Renders the contents of the buffer to the drawing surface associated with the buffer.
        myBuffer.Render();
        // Renders the contents of the buffer to the specified drawing surface.
        myBuffer.Render(this.CreateGraphics());
        //System.Threading.Thread.Sleep(acq_wait_time);
        stopwatch.Reset();
        stopwatch.Start();
        while (stopwatch.ElapsedMilliseconds < acq_wait_time)
        { }
        FPS++;
        Application.DoEvents();
    }
}

更新的代码:

// Gets a reference to the current BufferedGraphicsContext
currentContext = BufferedGraphicsManager.Current;
List<Image> imagesGrayCode = new List<Image>();
List<BufferedGraphics> ImageBuffers = new List<BufferedGraphics>();
Bitmap bitmap = (Bitmap)Image.FromFile("F:/LAB/Hardware Triggering Demo/Lib/Patterns_11bit_RLL.tiff");
int count = bitmap.GetFrameCount(FrameDimension.Page);
for (int idx = 0; idx < count; idx++)
{
    // save each frame to a bytestream
    bitmap.SelectActiveFrame(FrameDimension.Page, idx);
    MemoryStream byteStream = new MemoryStream();
    bitmap.Save(byteStream, ImageFormat.Tiff);
    // and then create a new Image from it
    imagesGrayCode.Add(Image.FromStream(byteStream));
    //this.progressBar1.Value = idx;
}
//create a buffer from each image in memory
for (int i = 0; i < imagesGrayCode.Count(); i++)
{
    ImageBuffers.Add(currentContext.Allocate(this.CreateGraphics(),this.DisplayRectangle));
    ImageBuffers.ElementAt(i).Graphics.DrawImage(imagesGrayCode.ElementAt(i), this.DisplayRectangle);
    ImageBuffers.ElementAt(i).Render();
}
Thread.Sleep(1000);
stopwatch = Stopwatch.StartNew();
int acq_wait_time = 10;
for (int x = 0; x < 10; x++)
{
    //display image buffers sequentially
    for (int i = 0; i < imagesGrayCode.Count(); i++)
    {
        // Renders the contents of the buffer to the specified drawing surface.
        ImageBuffers.ElementAt(i).Render(this.CreateGraphics());
        //System.Threading.Thread.Sleep(acq_wait_time);
        stopwatch.Reset();
        stopwatch.Start();
        while (stopwatch.ElapsedMilliseconds < acq_wait_time)
        { }
        FPS++;
        Application.DoEvents();
    }
}

使用DirectX或OpenGL是否会加速Windows表单上的2D渲染

您正在绘制>渲染>绘制>渲染>绘制>渲染等。您可以提前完成所有绘图,因此只需在每一帧上进行渲染。更多地使用myBuffer;每个图像一个。

探查器工具非常适合解决这些问题。我是根据你的部分代码和我的经验猜测的,但探查器可以准确地告诉你每个函数需要多长时间才能完成。