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Tutorial: Hospedar contenido Direct3D9 en WPF

Actualización: Julio de 2008

En este tutorial se muestra cómo hospedar contenido de Direct3D9 en una aplicación de Windows Presentation Foundation (WPF).

En este tutorial realizará las tareas siguientes:

  • Crear un proyecto de WPF para hospedar el contenido de Direct3D9.

  • Importar el contenido de Direct3D9.

  • Mostrar el contenido de Direct3D9 mediante la clase D3DImage.

Cuando lo complete, sabrá cómo hospedar contenido de Direct3D9 en una aplicación de WPF.

Nota

Los cuadros de diálogo y comandos de menú que verá pueden variar con respecto a los descritos en la Ayuda en función de su edición o configuración activa. Para cambiar su configuración, elija Importar y exportar configuraciones en el menú Herramientas. Para obtener más información, vea Valores de configuración de Visual Studio.

Requisitos previos

Necesita los componentes siguientes para completar este tutorial:

Crear el proyecto de WPF

El primer paso consiste en crear el proyecto para la aplicación de WPF.

Para crear el proyecto de WPF

Importar el contenido de Direct3D9

El contenido de Direct3D9 se importa desde una DLL no administrada; para ello, se utiliza el atributo DllImport.

Para importar el contenido de Direct3D9

  1. Abra Window1.xaml.cs en el Editor de código.

  2. Reemplace el código generado automáticamente por el código siguiente.

    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);
            }
        }
    }
    

Hospedar el contenido de Direct3D9

Por último, utilice la clase D3DImage para hospedar el contenido de Direct3D9.

Para hospedar el contenido de Direct3D9

  1. En Window1.xaml, reemplace el XAML generado automáticamente en por el XAML siguiente.

        <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. Genere el proyecto.

  3. Copie en la carpeta bin/Depurar la DLL que incluye el contenido de Direct3D9.

  4. Presione F5para ejecutar el proyecto.

    El contenido de Direct3D9 aparece dentro de la aplicación de WPF.

Vea también

Conceptos

Consideraciones de rendimiento para la interoperabilidad entre Direct3D9 y WPF

Referencia

D3DImage

Historial de cambios

Fecha

Historial

Motivo

Julio de 2008

Se ha agregado un tema nuevo.

Cambio de características de SP1.