|
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
//
// Description: D3DImage class
// An ImageSource that displays a user created D3D surface
//
using MS.Internal;
using MS.Internal.KnownBoxes;
using MS.Internal.PresentationCore;
using MS.Win32.PresentationCore;
using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Composition;
using System.Windows.Media.Imaging;
using System.Windows.Threading;
using System.Security;
using System.Threading;
using SR = MS.Internal.PresentationCore.SR;
namespace System.Windows.Interop
{
/// <summary>
/// Specifies the acceptible resources for SetBackBuffer.
/// </summary>
public enum D3DResourceType
{
IDirect3DSurface9
}
public class D3DImage : ImageSource, IAppDomainShutdownListener
{
static D3DImage()
{
IsFrontBufferAvailablePropertyKey =
DependencyProperty.RegisterReadOnly(
"IsFrontBufferAvailable",
typeof(bool),
typeof(D3DImage),
new UIPropertyMetadata(
BooleanBoxes.TrueBox,
new PropertyChangedCallback(IsFrontBufferAvailablePropertyChanged)
)
);
IsFrontBufferAvailableProperty = IsFrontBufferAvailablePropertyKey.DependencyProperty;
}
/// <summary>
/// Default constructor, sets DPI to 96.0
/// </summary>
public D3DImage() : this(96.0, 96.0)
{
}
/// <summary>
/// DPI constructor
/// </summary>
public D3DImage(double dpiX, double dpiY)
{
ArgumentOutOfRangeException.ThrowIfNegative(dpiX);
ArgumentOutOfRangeException.ThrowIfNegative(dpiY);
_canWriteEvent = new ManualResetEvent(true);
_availableCallback = Callback;
_sendPresentDelegate = SendPresent;
_dpiX = dpiX;
_dpiY = dpiY;
_listener = new WeakReference<IAppDomainShutdownListener>(this);
AppDomainShutdownMonitor.Add(_listener);
}
~D3DImage()
{
if (_pInteropDeviceBitmap != null)
{
// Stop unmanaged code from sending us messages because we're being collected
UnsafeNativeMethods.InteropDeviceBitmap.Detach(_pInteropDeviceBitmap);
}
AppDomainShutdownMonitor.Remove(_listener);
}
/// <summary>
/// Sets a back buffer source for this D3DImage. See the 2nd overload for details.
/// </summary>
public void SetBackBuffer(D3DResourceType backBufferType, IntPtr backBuffer)
{
SetBackBuffer(backBufferType, backBuffer, false);
}
/// <summary>
/// Sets a back buffer source for this D3DImage.
///
/// If enableSoftwareFallback is true, D3DImage will enable rendering of your surface
/// in software (TS, etc.).
///
/// You can only call this while locked. You only need to call this once, unless
/// IsFrontBufferAvailable goes from false -> true and then you MUST call this
/// again. When IsFrontBufferAvailable goes to false, we release our reference
/// to your back buffer, except when enableSoftwareFallBack is true, in which case
/// you are responsible for calling SetBackBuffer again with a null value to get us
/// to release the reference. In this case, you are responsible for checking your
/// device for device loss when rendering.
///
/// Requirements on backBuffer by type:
/// IDirect3DSurface9
/// D3DFMT_A8R8G8B8 or D3DFMT_X8R8G8B8
/// D3DUSAGE_RENDERTARGET
/// D3DPOOL_DEFAULT
/// Multisampling is allowed on 9Ex only
/// Lockability is optional but has performance impact (see below)
///
/// For best performance by type:
/// IDirect3DSurface9
/// Vista WDDM: non-lockable, created on IDirect3DDevice9Ex with
/// D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES and
/// D3DCAPS2_CANSHARERESOURCE support.
/// Vista XDDM: Doesn't matter. Software copying is fastest.
/// non-Vista: Lockable with GetDC support for the pixel format and
/// D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES support.
///
/// </summary>
public void SetBackBuffer(D3DResourceType backBufferType, IntPtr backBuffer, bool enableSoftwareFallback)
{
WritePreamble();
if (_lockCount == 0)
{
throw new InvalidOperationException(SR.Image_MustBeLocked);
}
// In case the user passed in something like "(D3DResourceType)-1"
if (backBufferType != D3DResourceType.IDirect3DSurface9)
{
throw new ArgumentOutOfRangeException("backBufferType");
}
// Early-out if the current back buffer equals the new one. If the front buffer
// is not available and software fallback is not enabled, _pUserSurfaceUnsafe
// will be null and this check will fail. We don't want a null backBuffer to
// early-out when the front buffer isn't available.
if (backBuffer != IntPtr.Zero && backBuffer == _pUserSurfaceUnsafe)
{
return;
}
SafeMILHandle newBitmap = null;
uint newPixelWidth = 0;
uint newPixelHeight = 0;
// Create a new CInteropDeviceBitmap. Note that a null backBuffer will result
// in a null _pInteropDeviceBitmap at the end
if (backBuffer != IntPtr.Zero)
{
HRESULT.Check(UnsafeNativeMethods.InteropDeviceBitmap.Create(
backBuffer,
_dpiX,
_dpiY,
++_version,
_availableCallback,
enableSoftwareFallback,
out newBitmap,
out newPixelWidth,
out newPixelHeight
));
}
//
// We need to completely disassociate with the old interop bitmap if it
// exists because it won't be deleted until the composition thread is done
// with it or until the garbage collector runs.
//
if (_pInteropDeviceBitmap != null)
{
// 1. Tell the old bitmap to stop sending front buffer messages because
// our new back buffer may be on a different adapter. Plus, tell the
// bitmap to release the back buffer in case the user wants to delete
// it immediately.
UnsafeNativeMethods.InteropDeviceBitmap.Detach(_pInteropDeviceBitmap);
// 2. If we were waiting for a present, unhook from commit
UnsubscribeFromCommittingBatch();
// 3. We are no longer dirty
_isDirty = false;
// Note: We don't need to do anything to the event because we're under
// the protection of Lock
}
// If anything about the new surface were unacceptible, we would have recieved
// a bad HRESULT from Create() so everything must be good
_pInteropDeviceBitmap = newBitmap;
_pUserSurfaceUnsafe = backBuffer;
_pixelWidth = newPixelWidth;
_pixelHeight = newPixelHeight;
_isSoftwareFallbackEnabled = enableSoftwareFallback;
// AddDirtyRect is usually what triggers Changed, but AddDirtyRect isn't allowed with
// no back buffer so we mark for Changed here
if (_pInteropDeviceBitmap == null)
{
_isChangePending = true;
}
RegisterForAsyncUpdateResource();
_waitingForUpdateResourceBecauseBitmapChanged = true;
// WritePostscript will happen at Unlock
}
/// <summary>
/// Locks the D3DImage
///
/// While locked you can call AddDirtyRect, SetBackBuffer, and Unlock. You can
/// also write to your back buffer. You should not write to the back buffer without
/// being locked.
/// </summary>
public void Lock()
{
WritePreamble();
LockImpl(Duration.Forever);
}
/// <summary>
/// Trys to lock the D3DImage but gives up once duration expires. Returns true
/// if the lock was obtained. See Lock for more details.
/// </summary>
public bool TryLock(Duration timeout)
{
WritePreamble();
if (timeout == Duration.Automatic)
{
throw new ArgumentOutOfRangeException("timeout");
}
return LockImpl(timeout);
}
/// <summary>
/// Unlocks the D3DImage
///
/// Can only be called while locked.
///
/// If you have dirtied the image with AddDirtyRect, Unlocking will trigger us to
/// copy the dirty regions from the back buffer to the front buffer. While this is
/// taking place, Lock will block. To avoid locking indefinitely, use TryLock.
/// </summary>
public void Unlock()
{
WritePreamble();
if (_lockCount == 0)
{
throw new InvalidOperationException(SR.Image_MustBeLocked);
}
--_lockCount;
if (_isDirty && _lockCount == 0)
{
SubscribeToCommittingBatch();
}
if (_isChangePending)
{
_isChangePending = false;
WritePostscript();
}
}
/// <Summary>
/// Adds a dirty rect to the D3DImage
///
/// When you update a part of your back buffer you must dirty the same area on
/// the D3DImage. After you unlock, we will copy the dirty areas to the front buffer.
///
/// Can only be called while locked.
///
/// IMPORTANT: After five dirty rects, we will union them all together. This
/// means you must have valid data outside of the dirty regions.
/// </Summary>
public void AddDirtyRect(Int32Rect dirtyRect)
{
WritePreamble();
if (_lockCount == 0)
{
throw new InvalidOperationException(SR.Image_MustBeLocked);
}
if (_pInteropDeviceBitmap == null)
{
throw new InvalidOperationException(SR.D3DImage_MustHaveBackBuffer);
}
dirtyRect.ValidateForDirtyRect("dirtyRect", PixelWidth, PixelHeight);
if (dirtyRect.HasArea)
{
// Unmanaged code will make sure that the rect is well-formed
HRESULT.Check(UnsafeNativeMethods.InteropDeviceBitmap.AddDirtyRect(
dirtyRect.X,
dirtyRect.Y,
dirtyRect.Width,
dirtyRect.Height,
_pInteropDeviceBitmap
));
// We're now dirty, but we won't consider it a change until Unlock
_isDirty = true;
_isChangePending = true;
}
}
/// <Summary>
/// When true, a front buffer exists and back buffer updates will be copied forward.
/// When false, a front buffer does not exist. Your changes will not be seen.
/// </Summary>
public bool IsFrontBufferAvailable
{
get
{
return (bool)GetValue(IsFrontBufferAvailableProperty);
}
}
public static readonly DependencyProperty IsFrontBufferAvailableProperty;
/// <Summary>
/// Event that fires when IsFrontBufferAvailable changes
///
/// After a true -> false transition, you should stop updating your surface as
/// we have stopped processing updates.
///
/// After a false -> true transition, you MUST set a valid back buffer
/// </Summary>
public event DependencyPropertyChangedEventHandler IsFrontBufferAvailableChanged
{
add
{
WritePreamble();
if (value != null)
{
_isFrontBufferAvailableChangedHandlers += value;
}
}
remove
{
WritePreamble();
if (value != null)
{
_isFrontBufferAvailableChangedHandlers -= value;
}
}
}
/// <Summary>
/// Width in pixels
/// </Summary>
public int PixelWidth
{
get
{
ReadPreamble();
return (int)_pixelWidth;
}
}
/// <Summary>
/// Height in pixels
/// </Summary>
public int PixelHeight
{
get
{
ReadPreamble();
return (int)_pixelHeight;
}
}
/// <summary>
/// Get the width of the image in measure units (96ths of an inch).
///
/// Sealed to prevent subclasses from modifying the correct behavior.
/// </summary>
public sealed override double Width
{
get
{
ReadPreamble();
return ImageSource.PixelsToDIPs(_dpiX, (int)_pixelWidth);
}
}
/// <summary>
/// Get the height of the image in measure units (96ths of an inch).
///
/// Sealed to prevent subclasses from modifying the correct behavior.
/// </summary>
public sealed override double Height
{
get
{
ReadPreamble();
return ImageSource.PixelsToDIPs(_dpiY, (int)_pixelHeight);
}
}
/// <summary>
/// Get the metadata associated with this image source
///
/// Sealed to prevent subclasses from modifying the correct behavior.
/// </summary>
public sealed override ImageMetadata Metadata
{
get
{
ReadPreamble();
return null;
}
}
/// <summary>
/// Shadows inherited Clone() with a strongly typed
/// version for convenience.
/// </summary>
public new D3DImage Clone()
{
return (D3DImage)base.Clone();
}
/// <summary>
/// Shadows inherited CloneCurrentValue() with a strongly typed
/// version for convenience.
/// </summary>
public new D3DImage CloneCurrentValue()
{
return (D3DImage)base.CloneCurrentValue();
}
/// <summary>
/// Implementation of <see cref="System.Windows.Freezable.CreateInstanceCore">Freezable.CreateInstanceCore</see>.
/// </summary>
/// <returns>The new Freezable.</returns>
protected override Freezable CreateInstanceCore()
{
return new D3DImage();
}
/// <summary>
/// Freezing is not allowed because the user will always have to make
/// changes to the object based upon IsFrontBufferAvailable. We could consider
/// SetBackBuffer to not count as a "change" but any thread could call it
/// and that would violate our synchronization assumptions.
///
/// Sealed to prevent subclasses from modifying the correct behavior.
/// </summary>
protected sealed override bool FreezeCore(bool isChecking)
{
return false;
}
/// <summary>
/// Clone overrides
///
/// Not sealed to allow subclasses to clone their private data
/// </summary>
protected override void CloneCore(Freezable sourceFreezable)
{
base.CloneCore(sourceFreezable);
CloneCommon(sourceFreezable);
}
protected override void CloneCurrentValueCore(Freezable sourceFreezable)
{
base.CloneCurrentValueCore(sourceFreezable);
CloneCommon(sourceFreezable);
}
protected override void GetAsFrozenCore(Freezable sourceFreezable)
{
base.GetAsFrozenCore(sourceFreezable);
CloneCommon(sourceFreezable);
}
protected override void GetCurrentValueAsFrozenCore(Freezable sourceFreezable)
{
base.GetCurrentValueAsFrozenCore(sourceFreezable);
CloneCommon(sourceFreezable);
}
/// <Summary>
/// Gets a software copy of D3DImage. Called by printing, RTB, and BMEs. The
/// user can override this to return something else in the case of the
/// device lost, for example.
/// </Summary>
protected internal virtual BitmapSource CopyBackBuffer()
{
BitmapSource copy = null;
if (_pInteropDeviceBitmap != null)
{
BitmapSourceSafeMILHandle pIWICBitmapSource;
if (HRESULT.Succeeded(UnsafeNativeMethods.InteropDeviceBitmap.GetAsSoftwareBitmap(
_pInteropDeviceBitmap,
out pIWICBitmapSource
)))
{
// CachedBitmap will AddRef the bitmap
copy = new CachedBitmap(pIWICBitmapSource);
}
}
return copy;
}
private void CloneCommon(Freezable sourceFreezable)
{
D3DImage source = (D3DImage)sourceFreezable;
_dpiX = source._dpiX;
_dpiY = source._dpiY;
Lock();
// If we've lost the front buffer, _pUserSurface unsafe will be null
SetBackBuffer(D3DResourceType.IDirect3DSurface9, source._pUserSurfaceUnsafe);
Unlock();
}
private void SubscribeToCommittingBatch()
{
if (!_isWaitingForPresent)
{
// Suppose this D3DImage is not on the main UI thread. This thread will
// never commit a batch so we don't want to add an event handler to it
// since it will never get removed
MediaContext mediaContext = MediaContext.From(Dispatcher);
if (_duceResource.IsOnChannel(mediaContext.Channel))
{
mediaContext.CommittingBatch += _sendPresentDelegate;
_isWaitingForPresent = true;
}
}
}
private void UnsubscribeFromCommittingBatch()
{
if (_isWaitingForPresent)
{
MediaContext mediaContext = MediaContext.From(Dispatcher);
mediaContext.CommittingBatch -= _sendPresentDelegate;
_isWaitingForPresent = false;
}
}
/// <summary>
/// Lock implementation shared by Lock and TryLock
/// </summary>
private bool LockImpl(Duration timeout)
{
Debug.Assert(timeout != Duration.Automatic);
bool lockObtained = false;
if (_lockCount == UInt32.MaxValue)
{
throw new InvalidOperationException(SR.Image_LockCountLimit);
}
if (_lockCount == 0)
{
if (timeout == Duration.Forever)
{
lockObtained = _canWriteEvent.WaitOne();
}
else
{
lockObtained = _canWriteEvent.WaitOne(timeout.TimeSpan, false);
}
// Consider the situation: Lock(); AddDirtyRect(); Unlock(); Lock(); return;
// The Unlock will have set us up to send a present packet but since
// the user re-locked the buffer we shouldn't copy forward
UnsubscribeFromCommittingBatch();
}
++_lockCount;
// no WritePostscript because this isn't a "change" yet
return lockObtained;
}
private static readonly DependencyPropertyKey IsFrontBufferAvailablePropertyKey;
/// <summary>
/// Propery changed handler for our read only IsFrontBufferAvailable DP. Calls any
/// user added handlers.
/// </summary>
private static void IsFrontBufferAvailablePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
Debug.Assert(e.OldValue != e.NewValue);
bool isFrontBufferAvailable = (bool)e.NewValue;
D3DImage img = (D3DImage)d;
if (!isFrontBufferAvailable)
{
//
// This isn't a true "ref" to their surface, so we don't need to do this,
// but if the user clones this D3DImage afterwards we don't want to
// have a pontentially garbage pointer being copied
//
// We are not Detach()-ing from or releasing _pInteropDeviceBitmap because
// if we did, we would never get a notification when the front buffer became
// available again.
//
if (!img._isSoftwareFallbackEnabled)
{
// If software fallback is enabled, we keep this pointer around to make sure SetBackBuffer with
// the same surface pointer is still a no-op. The user is responsible for calling SetBackBuffer
// again (possibly with a null value) to force the release of this pointer.
img._pUserSurfaceUnsafe = IntPtr.Zero;
}
}
if (img._isFrontBufferAvailableChangedHandlers != null)
{
img._isFrontBufferAvailableChangedHandlers(img, e);
}
}
/// <Summary>
/// Sends Present packet to MIL. When MIL receives the packet, it will copy the
/// dirty regions to the front buffer and set the event.
/// </Summary>
private void SendPresent(object sender, EventArgs args)
{
Debug.Assert(_isDirty);
Debug.Assert(_isWaitingForPresent);
Debug.Assert(_lockCount == 0);
//
// If we were waiting for present when the bitmap changed, SetBackBuffer removed
// us from waiting for present. So if this is true then the NEW bitmap has been
// dirtied before it has been sent to the render thread. We need to delay the
// present until after the update resource because the D3DImage resource is still
// referencing the old bitmap.
//
if (_waitingForUpdateResourceBecauseBitmapChanged)
{
return;
}
UnsubscribeFromCommittingBatch();
unsafe
{
DUCE.MILCMD_D3DIMAGE_PRESENT data;
DUCE.Channel channel = sender as DUCE.Channel;
Debug.Assert(_duceResource.IsOnChannel(channel));
data.Type = MILCMD.MilCmdD3DImagePresent;
data.Handle = _duceResource.GetHandle(channel);
// We need to make sure the event stays alive in case we get collected before
// the composition thread processes the packet
IntPtr hDuplicate;
IntPtr hCurrentProc = MS.Win32.UnsafeNativeMethods.GetCurrentProcess();
if (!MS.Win32.UnsafeNativeMethods.DuplicateHandle(
hCurrentProc,
_canWriteEvent.SafeWaitHandle,
hCurrentProc,
out hDuplicate,
0,
false,
MS.Win32.UnsafeNativeMethods.DUPLICATE_SAME_ACCESS
))
{
throw new Win32Exception();
}
data.hEvent = (ulong)hDuplicate.ToPointer();
// Send packed command structure
// Note that the command is sent in its own batch (sendInSeparateBatch == true) because this method is called under the
// context of the MediaContext.CommitChannel and the command needs to make it into the current set of changes which are
// being commited to the compositor. If the command would not be added to a separate batch, it would go into the
// "future" batch which would not get submitted this time around. This leads to a dead-lock situation which occurs when
// the app calls Lock on the D3DImage because Lock waits on _canWriteEvent which the compositor sets when it sees the
// Present command. However, since the compositor does not get the Present command, it will not set the event and the
// UI thread will wait forever on the compositor which will cause the application to stop responding.
channel.SendCommand(
(byte*)&data,
sizeof(DUCE.MILCMD_D3DIMAGE_PRESENT),
true /* sendInSeparateBatch */
);
}
_isDirty = false;
// Block on next Lock
_canWriteEvent.Reset();
}
/// <summary>
/// The DispatcherOperation corresponding to the composition thread callback.
///
/// If the back buffer version matches the current version, update the front
/// buffer status.
/// </summary>
private object SetIsFrontBufferAvailable(object isAvailableVersionPair)
{
Pair pair = (Pair)isAvailableVersionPair;
uint version = (uint)pair.Second;
if (version == _version)
{
bool isFrontBufferAvailable = (bool)pair.First;
SetValue(IsFrontBufferAvailablePropertyKey, isFrontBufferAvailable);
}
// ...just because DispatcherOperationCallback requires returning an object
return null;
}
/// <summary>
/// *** WARNING ***: This runs on the composition thread!
///
/// What the composition thread calls when it wants to update D3DImage about
/// front buffer state. It may be called multiple times with the same value.
/// Since we're on a different thread we can't touch this, so queue a dispatcher
/// operation.
/// </summary>
// NOTE: Called from the render thread!We must execute the reaction on the UI thread.
private void Callback(bool isFrontBufferAvailable, uint version)
{
Dispatcher.BeginInvoke(
DispatcherPriority.Normal,
new DispatcherOperationCallback(SetIsFrontBufferAvailable),
new Pair(BooleanBoxes.Box(isFrontBufferAvailable), version)
);
}
internal override void UpdateResource(DUCE.Channel channel, bool skipOnChannelCheck)
{
// If we're told we can skip the channel check, then we must be on channel
Debug.Assert(!skipOnChannelCheck || _duceResource.IsOnChannel(channel));
if (skipOnChannelCheck || _duceResource.IsOnChannel(channel))
{
base.UpdateResource(channel, skipOnChannelCheck);
bool isSynchronous = channel.IsSynchronous;
DUCE.MILCMD_D3DIMAGE data;
unsafe
{
data.Type = MILCMD.MilCmdD3DImage;
data.Handle = _duceResource.GetHandle(channel);
if (_pInteropDeviceBitmap != null)
{
UnsafeNativeMethods.MILUnknown.AddRef(_pInteropDeviceBitmap);
data.pInteropDeviceBitmap = (ulong)_pInteropDeviceBitmap.DangerousGetHandle().ToPointer();
}
else
{
data.pInteropDeviceBitmap = 0;
}
data.pSoftwareBitmap = 0;
if (isSynchronous)
{
_softwareCopy = CopyBackBuffer();
if (_softwareCopy != null)
{
UnsafeNativeMethods.MILUnknown.AddRef(_softwareCopy.WicSourceHandle);
data.pSoftwareBitmap = (ulong)_softwareCopy.WicSourceHandle.DangerousGetHandle().ToPointer();
}
}
// Send packed command structure
channel.SendCommand(
(byte*)&data,
sizeof(DUCE.MILCMD_D3DIMAGE),
false /* sendInSeparateBatch */
);
}
// Presents only happen on the async channel so don't let RTB flip this bit
if (!isSynchronous)
{
_waitingForUpdateResourceBecauseBitmapChanged = false;
}
}
}
internal override DUCE.ResourceHandle AddRefOnChannelCore(DUCE.Channel channel)
{
if (_duceResource.CreateOrAddRefOnChannel(this, channel, System.Windows.Media.Composition.DUCE.ResourceType.TYPE_D3DIMAGE))
{
AddRefOnChannelAnimations(channel);
UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ );
// If we are being put onto the asynchronous compositor channel in
// a dirty state, we need to subscribe to the commit batch event.
if (!channel.IsSynchronous && _isDirty)
{
SubscribeToCommittingBatch();
}
}
return _duceResource.GetHandle(channel);
}
internal override void ReleaseOnChannelCore(DUCE.Channel channel)
{
Debug.Assert(_duceResource.IsOnChannel(channel));
if (_duceResource.ReleaseOnChannel(channel))
{
ReleaseOnChannelAnimations(channel);
// If we are being pulled off the asynchronous compositor channel
// while we still have a handler hooked to the commit batch event,
// remove the handler to avoid situations where would leak the D3DImage
if (!channel.IsSynchronous)
{
UnsubscribeFromCommittingBatch();
}
}
}
internal override DUCE.ResourceHandle GetHandleCore(DUCE.Channel channel)
{
// Note that we are in a lock here already.
return _duceResource.GetHandle(channel);
}
internal override int GetChannelCountCore()
{
// must already be in composition lock here
return _duceResource.GetChannelCount();
}
internal override DUCE.Channel GetChannelCore(int index)
{
// Note that we are in a lock here already.
return _duceResource.GetChannel(index);
}
// IAppDomainShutdownListener
void IAppDomainShutdownListener.NotifyShutdown()
{
if (_pInteropDeviceBitmap != null)
{
// Stop unmanaged code from sending us messages because the AppDomain is going down
UnsafeNativeMethods.InteropDeviceBitmap.Detach(_pInteropDeviceBitmap);
}
// The finalizer does the same thing, so it's no longer necessary
GC.SuppressFinalize(this);
}
internal System.Windows.Media.Composition.DUCE.MultiChannelResource _duceResource = new System.Windows.Media.Composition.DUCE.MultiChannelResource();
// User-specified DPI of their surface
private double _dpiX;
private double _dpiY;
// Handle to our unmanaged interop bitmap that is the front buffer. This can be null!
private SafeMILHandle _pInteropDeviceBitmap;
// This will be null until the user prints, uses an RTB, or uses a BME. It's the result
// of calling CopyBackBuffer() which could be something created by the user. We must
// hold onto it indefinitely because we're never sure when the render thread is done
// with it (not even ReleaseOnChannel because it queues a command)
private BitmapSource _softwareCopy;
// Pointer to the user's surface that IS NOT ADDREF'D (hence the unsafe). Used
// only for cloning purposes. This can be IntPtr.Zero!
private IntPtr _pUserSurfaceUnsafe;
// Whether or not the user wanted software fallback for the last back buffer.
private bool _isSoftwareFallbackEnabled;
// Event used to synchronize between the UI and composition thread. This prevents the user
// from writing to the back buffer while MIL is copying to the front buffer.
private ManualResetEvent _canWriteEvent;
// Per-instance callback from composition thread plus handlers to notify
private UnsafeNativeMethods.InteropDeviceBitmap.FrontBufferAvailableCallback _availableCallback;
private DependencyPropertyChangedEventHandler _isFrontBufferAvailableChangedHandlers;
// We'll be adding and removing a lot from CommittingBatch, so create the delegate up front
// to avoid creating many during runtime.
private EventHandler _sendPresentDelegate;
// WeakReference to this used to listen to AddDomain shutdown
private WeakReference<IAppDomainShutdownListener> _listener;
// Keeps track of how many times the user has nested Lock
private uint _lockCount;
// Size of the user's surface in pixels
private uint _pixelWidth;
private uint _pixelHeight;
//
// This is incremented every time a new back buffer is set and it's passed to the bitmap.
// When we recieve a front buffer notification, we ignore it if it doesn't match the current
// version.
//
// Of course SetBackBuffer calls detach to tell the old bitmap to stop sending messages, but
// it is possible the old buffer queued a message right before detach happened. If the old
// back buffer and new back buffer are on the same adapter, it's not really an issue. If they
// are on different ones, it's a big problem because we don't want to give incorrect front
// buffer updates. Since we have to at least send the adapter back, let's instead use a
// version counter that will guarantee we receive no updates from the old bitmap.
//
// Now if the user happens to call SetBackBuffer 2^32 times exactly we'll end up back
// and the same version and could get a bad message, but that won't break anything.
//
private uint _version;
// True if we're dirty and need to send a present
private bool _isDirty;
// Used to prevent Unlock from registering for commit notification more than once
private bool _isWaitingForPresent;
// Set to true when we want to fire Changed in Unlock
private bool _isChangePending;
// Depending upon timing, we could commit a batch and send a present before the UpdateResource
// for a new bitmap happens. This is used to delay the present. See SendPresent().
private bool _waitingForUpdateResourceBecauseBitmapChanged;
}
}
|