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我需要非常快速地显示图像(大约 60 FPS)。Picturebox/Panel 无法在更高分辨率下完成这项工作,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,我应该能够很快完成。据我了解,GPU 处理图像的速度比 CPU 快得多。

我正在这样做:

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();
});

并初始化一切:

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;图片框要快得多
  2. 它显示的图像不正确(它被放大了)

在此处输入图像描述

4

1 回答 1

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您需要缓存纹理,因为每帧都制作它们很慢。例如

公共类 CacheObjects { 静态列表 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();
    }
}

}

如果这是不可能的,[在一个单独的线程中],加载接下来的 5 个纹理......渲染速度很快,对象创建速度很慢。

public void LoadTexture () {
//Load the next 5 here
}
于 2014-01-15T03:48:00.140 回答