| File: System\Windows\Media\CompositionTarget.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. using System.Windows.Threading; using System.Windows.Media.Composition; using MS.Internal; using MS.Utility; namespace System.Windows.Media { public abstract class CompositionTarget : DispatcherObject, IDisposable, ICompositionTarget { // // Data types for communicating state information between // CompositionTarget and its host. // internal enum HostStateFlags : uint { None = 0, WorldTransform = 1, ClipBounds = 2 }; //---------------------------------------------------------------------- // // Constructors // //---------------------------------------------------------------------- #region Constructors /// <summary> /// CompositionTarget /// </summary> internal CompositionTarget() { #if TRACE_MVR markVisibleCountTotal = 0; #endif } /// <summary> /// This method is used to create all uce resources either on Startup or session connect /// </summary> internal virtual void CreateUCEResources(DUCE.Channel channel, DUCE.Channel outOfBandChannel) { Debug.Assert(channel != null); Debug.Assert(!_contentRoot.IsOnChannel(channel)); Debug.Assert(outOfBandChannel != null); Debug.Assert(!_contentRoot.IsOnChannel(outOfBandChannel)); // // Create root visual on the current channel and send // this command out of band to ensure that composition node is // created by the time this visual target is available for hosting // and to avoid life-time issues when we are working with this node // from the different channels. // bool resourceCreated = _contentRoot.CreateOrAddRefOnChannel(this, outOfBandChannel, s_contentRootType); Debug.Assert(resourceCreated); _contentRoot.DuplicateHandle(outOfBandChannel, channel); outOfBandChannel.CloseBatch(); outOfBandChannel.Commit(); } /// <summary> /// This method is used to release all uce resources either on Shutdown or session disconnect /// </summary> internal virtual void ReleaseUCEResources(DUCE.Channel channel, DUCE.Channel outOfBandChannel) { if (_rootVisual != null) { ((DUCE.IResource)(_rootVisual)).ReleaseOnChannel(channel); } // // Release the root visual. // if (_contentRoot.IsOnChannel(channel)) { _contentRoot.ReleaseOnChannel(channel); } if (_contentRoot.IsOnChannel(outOfBandChannel)) { _contentRoot.ReleaseOnChannel(outOfBandChannel); } } #endregion Constructors //---------------------------------------------------------------------- // // Public Methods // //---------------------------------------------------------------------- #region Public Methods /// <summary> /// Disposes CompositionTarget. /// </summary> public virtual void Dispose() { // // Here we cannot use VerifyAPI methods because they check // for the disposed state. // VerifyAccess(); if (!_isDisposed) { // // Disconnect the root visual so that all of the child // animations and resources are cleaned up. // _isDisposed = true; GC.SuppressFinalize(this); } } /// <summary> /// Returns true if the CompositionTarget is disposed; otherwise returns false. /// </summary> internal bool IsDisposed { get { return _isDisposed; } } #endregion Public Methods //---------------------------------------------------------------------- // // Public Properties // //---------------------------------------------------------------------- #region Public Properties /// <summary> /// Gets and sets the root Visual of the CompositionTarget. /// </summary> /// <value></value> /// <remarks> /// Callers must have UIPermission(UIPermissionWindow.AllWindows) to call this API. /// </remarks> public virtual Visual RootVisual { get { VerifyAPIReadOnly(); return (_rootVisual); } set { VerifyAPIReadWrite(); if (_rootVisual != value) { SetRootVisual(value); MediaContext.From(Dispatcher).PostRender(); } } } /// <summary> /// Returns matrix that can be used to transform coordinates from this /// target to the rendering destination device. /// </summary> public abstract Matrix TransformToDevice { get; } /// <summary> /// Returns matrix that can be used to transform coordinates from /// the rendering destination device to this target. /// </summary> public abstract Matrix TransformFromDevice { get; } #endregion Public Properties //---------------------------------------------------------------------- // // Internal Methods // //---------------------------------------------------------------------- #region Internal Methods /// <summary> /// /// </summary> internal object StateChangedCallback(object arg) { object[] argArray = arg as object[]; HostStateFlags stateFlags = (HostStateFlags)argArray[0]; // // Check if world transform of the host has changed and // update cached value accordingly. // if ((stateFlags & HostStateFlags.WorldTransform) != 0) { _worldTransform = (Matrix)argArray[1]; } // // Check if clip bounds have changed, update cached value. // if ((stateFlags & HostStateFlags.ClipBounds) != 0) { _worldClipBounds = (Rect)argArray[2]; } // // Set corresponding flags on the root visual and schedule // render if one has not already been scheduled. // if (_rootVisual != null) { // // When replacing the root visual, we need to re-realize all // content in the new tree // Visual.PropagateFlags( _rootVisual, VisualFlags.IsSubtreeDirtyForPrecompute, VisualProxyFlags.IsSubtreeDirtyForRender ); } return null; } void ICompositionTarget.AddRefOnChannel(DUCE.Channel channel, DUCE.Channel outOfBandChannel) { // create all uce resources. CreateUCEResources(channel, outOfBandChannel); } void ICompositionTarget.ReleaseOnChannel(DUCE.Channel channel, DUCE.Channel outOfBandChannel) { // release all the uce resources. ReleaseUCEResources(channel, outOfBandChannel); } /// <summary> /// Render method renders the visual tree. /// </summary> void ICompositionTarget.Render(bool inResize, DUCE.Channel channel) { #if DEBUG_CLR_MEM bool clrTracingEnabled = false; if (CLRProfilerControl.ProcessIsUnderCLRProfiler && (CLRProfilerControl.CLRLoggingLevel >= CLRProfilerControl.CLRLogState.Performance)) { clrTracingEnabled = true; ++_renderCLRPass; CLRProfilerControl.CLRLogWriteLine("Begin_FullRender_{0}", _renderCLRPass); } #endif // DEBUG_CLR_MEM // // Now we render the scene // #if MEDIA_PERFORMANCE_COUNTERS _frameRateTimer.Begin(); #endif if (_rootVisual != null) { bool etwTracingEnabled = false; if (EventTrace.IsEnabled(EventTrace.Keyword.KeywordGeneral | EventTrace.Keyword.KeywordPerf, EventTrace.Level.Info)) { etwTracingEnabled = true; EventTrace.EventProvider.TraceEvent(EventTrace.Event.WClientPrecomputeSceneBegin, EventTrace.Keyword.KeywordGraphics | EventTrace.Keyword.KeywordPerf, EventTrace.Level.Info, PerfService.GetPerfElementID(this)); } #if MEDIA_PERFORMANCE_COUNTERS _precomputeRateTimer.Begin(); #endif // precompute is channel agnostic _rootVisual.Precompute(); #if MEDIA_PERFORMANCE_COUNTERS _precomputeRateTimer.End(); #endif if (etwTracingEnabled) { EventTrace.EventProvider.TraceEvent(EventTrace.Event.WClientPrecomputeSceneEnd, EventTrace.Keyword.KeywordGraphics | EventTrace.Keyword.KeywordPerf, EventTrace.Level.Info); } #if DEBUG MediaTrace.RenderPass.Trace("Full Update"); #endif if (etwTracingEnabled) { EventTrace.EventProvider.TraceEvent( EventTrace.Event.WClientCompileSceneBegin, EventTrace.Keyword.KeywordGraphics | EventTrace.Keyword.KeywordPerf, EventTrace.Level.Info, PerfService.GetPerfElementID(this)); } #if MEDIA_PERFORMANCE_COUNTERS _renderRateTimer.Begin(); #endif Compile(channel); #if MEDIA_PERFORMANCE_COUNTERS _renderRateTimer.End(); #endif if (etwTracingEnabled) { EventTrace.EventProvider.TraceEvent( EventTrace.Event.WClientCompileSceneEnd, EventTrace.Keyword.KeywordGraphics | EventTrace.Keyword.KeywordPerf, EventTrace.Level.Info); } } #if DEBUG_CLR_MEM if (clrTracingEnabled && CLRProfilerControl.CLRLoggingLevel >= CLRProfilerControl.CLRLogState.Performance) { CLRProfilerControl.CLRLogWriteLine("End_FullRender_{0}", _renderCLRPass); } #endif // DEBUG_CLR_MEM #if MEDIA_PERFORMANCE_COUNTERS _frameRateTimer.End(); System.Console.WriteLine("RENDERING PERFORMANCE DATA"); System.Console.WriteLine("Frame rendering time: " + _frameRateTimer.TimeOfLastPeriod + "ms"); System.Console.WriteLine("Frame precompute time: " + _precomputeRateTimer.TimeOfLastPeriod + "ms"); System.Console.WriteLine("Frame render time: " + _renderRateTimer.TimeOfLastPeriod + "ms"); #endif } #endregion Internal Methods //---------------------------------------------------------------------- // // Internal Properties // //---------------------------------------------------------------------- #region Internal Properties internal DUCE.MultiChannelResource _contentRoot = new DUCE.MultiChannelResource(); internal const DUCE.ResourceType s_contentRootType = DUCE.ResourceType.TYPE_VISUAL; /// <summary> /// /// </summary> internal Matrix WorldTransform { get { return _worldTransform; } } internal Rect WorldClipBounds { get { return _worldClipBounds; } } #endregion Internal Properties //---------------------------------------------------------------------- // // Private Methods // //---------------------------------------------------------------------- #region Private Methods /// <summary> /// The compile method transforms the Visual Scene Graph into the Composition Scene Graph. /// </summary> private void Compile(DUCE.Channel channel) { MediaContext mctx = MediaContext.From(Dispatcher); Invariant.Assert(_rootVisual!=null); // 1) Check if we have a cached render context. // 2) Initialize the render context. // 3) Call to render the scene graph (transforming it into the composition scene graph). // 4) Deinitalize the render context and cache it if possible. // ------------------------------------------------------------------------------------ // 1) Get cached render context if possible. // For performance reasons the render context is cached between frames. Here we check if // we have a cached one. If we don't we just create a new one. If we do have one, we use // the render context. Note that we null out the _cachedRenderContext field. This means // that in failure cases we will always recreate the render context. RenderContext rc = null; Invariant.Assert(channel != null); if (_cachedRenderContext != null) { rc = _cachedRenderContext; _cachedRenderContext = null; } else { rc = new RenderContext(); } // ------------------------------------------------------------------------------------ // 2) Prepare the render context. rc.Initialize(channel, _contentRoot.GetHandle(channel)); // ------------------------------------------------------------------------------------ // 3) Compile the scene. if (mctx.IsConnected) { _rootVisual.Render(rc, 0); } // ------------------------------------------------------------------------------------ // 4) Cache the render context. Debug.Assert(_cachedRenderContext == null); _cachedRenderContext = rc; } /// <summary> /// Internal method to set the root visual. /// </summary> /// <param name="visual">Root visual, can be null, but can not be a child of another /// Visual.</param> private void SetRootVisual(Visual visual) { // We need to make this function robust by leaving the // _rootVisual in a consistent state. if (visual != null && (visual._parent != null || visual.IsRootElement)) { // If a Visual has already a parent it can not be the root in a CompositionTarget because // otherwise we would have two CompositionTargets party on the same Visual tree. // If want to allow this we need to explicitly add support for this. throw new System.ArgumentException(SR.CompositionTarget_RootVisual_HasParent); } DUCE.ChannelSet channelSet = MediaContext.From(Dispatcher).GetChannels(); DUCE.Channel channel = channelSet.Channel; if (_rootVisual != null && _contentRoot.IsOnChannel(channel)) { ClearRootNode(channel); ((DUCE.IResource)_rootVisual).ReleaseOnChannel(channel); _rootVisual.IsRootElement = false; } _rootVisual = visual; if (_rootVisual != null) { _rootVisual.IsRootElement = true; _rootVisual.SetFlagsOnAllChannels( true, VisualProxyFlags.IsSubtreeDirtyForRender); } } /// <summary> /// Removes all children from the current root node. /// </summary> private void ClearRootNode(DUCE.Channel channel) { // // Currently we enqueue this command on the channel immediately // because if we put it in the delayed release queue, then // the _contentRoot might have been disposed by the time we // process the queue. // // Note: Currently we might flicker when replacing the root of the // compositionTarget. DUCE.CompositionNode.RemoveAllChildren( _contentRoot.GetHandle(channel), channel); } /// <summary> /// Verifies that the CompositionTarget can be accessed. /// </summary> internal void VerifyAPIReadOnly() { VerifyAccess(); ObjectDisposedException.ThrowIf(_isDisposed, typeof(CompositionTarget)); } /// <summary> /// Verifies that the CompositionTarget can be accessed. /// </summary> internal void VerifyAPIReadWrite() { VerifyAccess(); ObjectDisposedException.ThrowIf(_isDisposed, typeof(CompositionTarget)); MediaContext.From(Dispatcher).VerifyWriteAccess(); } #endregion //---------------------------------------------------------------------- // // Private Fields // //---------------------------------------------------------------------- #region Private Fields private bool _isDisposed; private Visual _rootVisual; private RenderContext _cachedRenderContext; private Matrix _worldTransform = Matrix.Identity; // // ISSUE-ABaioura-10/19/2004: For now we assume a very large client // rect, because currently clip infromation cannot be robustly // communicated from the host. When this is fixed, we can start off // an empty rect; clip bounds will be updated based on the host clip. // private Rect _worldClipBounds = new Rect( Double.MinValue / 2.0, Double.MinValue / 2.0, Double.MaxValue, Double.MaxValue); #if DEBUG_CLR_MEM // // Used for CLRProfiler comments. // private static int _renderCLRPass = 0; #endif // DEBUG_CLR_MEM #if MEDIA_PERFORMANCE_COUNTERS private HFTimer _frameRateTimer; private HFTimer _precomputeRateTimer; private HFTimer _renderRateTimer; #endif #endregion Private Fields //---------------------------------------------------------------------- // // Static Events // //---------------------------------------------------------------------- #region Static Events /// <summary> /// Rendering event. Registers a delegate to be notified after animation and layout but before rendering /// </summary> public static event EventHandler Rendering { add { MediaContext mc = MediaContext.From(Dispatcher.CurrentDispatcher); mc.Rendering += value; // We need to get a new rendering operation queued. mc.PostRender(); } remove { MediaContext mc = MediaContext.From(Dispatcher.CurrentDispatcher); mc.Rendering -= value; } } #endregion } }