zoukankan      html  css  js  c++  java
  • WPF Perf: RenderCapability.Tier & DesiredFrameRate

    http://blogs.msdn.com/b/henryh/archive/2006/08/23/719568.aspx

    In this post, I’m going to talk about two key API’s for performance in WPF.  These are RenderCapability.Tier and Storyboard.DesiredFrameRate.  In this post, I’m going to show:

     

    1. How to leverage RenderCapability.Tier to scale your app up or down.
    2. How to use RenderCapability.Tier in markup.
    3. How to apply DesiredFrameRate to reduce CPU consumption.

    RenderCapability.Tier

    For the machine on which it’s run, RenderCapability.Tier signals the machine’s hardware capabilities.  Tier=0 means software rendering; Tier=2 is hardware rendering (for those features that can be rendered in hardware); Tier=1 is a middle ground (some things in hardware and some in software.)  You can probably see how this might be useful to scale up or down the richness of an application depending on the hardware.

     

    (Note: RenderCapability.Tier is an integer value using the high word to indicate the tier.  You’ll need to shift by 16 bits to get the corresponding tier values.  Adam Smith posts about why this was chosen.)

    Storyboard.DesiredFrameRate

    The second API I mentioned was Storyboard.DesiredFrameRate (DFR.)  DFR allows you to specify, manually, what the frame rate “should” be (the animation system attempts to get as close as possible to the DFR value but there are no guarantees.)  By default, WPF attempts 60 fps.  The up side to this is that animations look better; the down side is that you may not need 60 fps but you may be spending the extra CPU cycles.

    Putting Them Together

    You can use RenderCapability.Tier in markup with a small helper class.  The trick is to wrap up the property in a DependencyProperty.  From there, the property can be used to set DFR.  Below, you’ll find both the code for the RenderCapability.Tier, how to use it in markup and how to set DesiredFrameRate.  I picked different DFR values for the different Tiers.  The resulting UI isn't that exciting (a spinning Button) but it demonstrates the concept.

     

    using System;
    using System.Windows;
    using System.Windows.Media;
     
    namespace PerformanceUtilities
    {
        public static class RenderCapabilityWrapper
        {
            public static readonly DependencyProperty TierProperty =
                DependencyProperty.RegisterAttached(
                    "Tier",
                    typeof(int),
                    typeof(PerformanceUtilities.RenderCapabilityWrapper),
                    new PropertyMetadata(RenderCapability.Tier >> 16));
           
            public static int GetTier(DependencyObject depObj)
            {
                return (int)TierProperty.DefaultMetadata.DefaultValue;
            }
        }
    }


     

    <Border
      xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
      xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
      xmlns:Perf="clr-namespace:PerformanceUtilities;assembly=PerfTier"
      Background="silver"
    > 
     
      <Border.Resources>
        <Style x:Key="{x:Type Button}" TargetType="{x:Type Button}">
          <Style.Triggers>
            <Trigger
            Property="Perf:RenderCapabilityWrapper.Tier" Value="2">
              <Setter Property="Tag" Value="60"/>
            </Trigger>
            <Trigger
            Property="Perf:RenderCapabilityWrapper.Tier" Value="1">
              <Setter Property="Tag" Value="30"/>
            </Trigger>
            <Trigger
            Property="Perf:RenderCapabilityWrapper.Tier" Value="0">
              <Setter Property="Tag" Value="15"/>
            </Trigger>
          </Style.Triggers>
        </Style>
      </Border.Resources>
     
     
      <Button Width="80" Height="80" Name="MyButton"
      Content="{Binding RelativeSource={RelativeSource Self}, Path=Tag}">
        <Button.Triggers>
          <EventTrigger RoutedEvent="FrameworkElement.Loaded">
            <BeginStoryboard>
              <Storyboard RepeatBehavior="Forever"
              Storyboard.DesiredFrameRate="{Binding ElementName=MyButton,
              Path=Tag}">
     
                <DoubleAnimation
                Storyboard.TargetName="MyAnimatedTransform"
                Storyboard.TargetProperty="(RotateTransform.Angle)"
                From="0.0" To="360" Duration="0:0:10" />
              </Storyboard>
            </BeginStoryboard>
          </EventTrigger>
        </Button.Triggers>
     
        <Button.RenderTransform>
          <RotateTransform CenterX="40" CenterY="40"
          x:Name="MyAnimatedTransform"/>
        </Button.RenderTransform>
     
      </Button>
     
    </Border>


     

  • 相关阅读:
    raspberry pi 4 上Opencv-3.4.1编译安装与错误记录
    Ubuntu20.04上安装搜狗输入法(親測有效)
    Ubuntu20.04系统配置ROS-noetic环境
    Windows10和ubuntu20.04 LTS 双系统安装(ubuntu20.04)
    C++中构造函数的理解
    C++中函数模板的理解
    C++中重载函数的理解
    Gazebo9的进程死亡问题解决
    ROS常见问题及解决方法
    Moveit+Gazebo联合仿真问题解决
  • 原文地址:https://www.cnblogs.com/puncha/p/3876989.html
Copyright © 2011-2022 走看看