| File: System\Windows\Media\RenderCapability.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. // // // Description: // The RenderCapability class allows clients to query for the current // render tier associated with their Dispatcher and to register for // notification on change. // namespace System.Windows.Media { /// <summary> /// RenderCapability - /// The RenderCapability class allows clients to query for the current /// render tier associated with their Dispatcher and to register for /// notification on change. /// </summary> public static class RenderCapability { /// <summary> /// Tier Property - returns the current render tier for the Dispatcher associated /// with the current thread. /// </summary> public static int Tier { get { MediaContext mediaContext = MediaContext.CurrentMediaContext; // The Dispatcher auto-creates if there is no Dispatcher associated with this // thread, and the MediaContext does the same. Thus, mediaContext should never // be null. Debug.Assert(mediaContext != null); return mediaContext.Tier; } } /// <summary> /// Returns whether the specified PixelShader major/minor version is /// supported by this version of WPF, and whether Effects using the /// specified major/minor version can run on the GPU. /// </summary> public static bool IsPixelShaderVersionSupported(short majorVersionRequested, short minorVersionRequested) { bool isSupported = false; // // For now, we only support PS 2.0 and 3.0. Can only return true if this is // the version asked for. // if (majorVersionRequested == 2 && minorVersionRequested == 0 || majorVersionRequested == 3 && minorVersionRequested == 0) { // Now actually check. MediaContext mediaContext = MediaContext.CurrentMediaContext; byte majorVersion = (byte)((mediaContext.PixelShaderVersion >> 8) & 0xFF); byte minorVersion = (byte)((mediaContext.PixelShaderVersion >> 0) & 0xFF); // We assume here that a higher version does in fact support the // version we're requiring. if (majorVersion >= majorVersionRequested) { isSupported = true; } else if (majorVersion == majorVersionRequested && minorVersion >= minorVersionRequested) { isSupported = true; } } return isSupported; } /// <summary> /// Returns whether Effects can be rendered in software on this machine. /// </summary> public static bool IsPixelShaderVersionSupportedInSoftware(short majorVersionRequested, short minorVersionRequested) { bool isSupported = false; // // Software rendering is only supported for PS 2.0. // if (majorVersionRequested == 2 && minorVersionRequested == 0) { // Now actually check. MediaContext mediaContext = MediaContext.CurrentMediaContext; isSupported = mediaContext.HasSSE2Support; } return isSupported; } /// <summary> /// Returns whether Effects can be rendered in software on this machine. /// </summary> [Obsolete(IsShaderEffectSoftwareRenderingSupported_Deprecated)] public static bool IsShaderEffectSoftwareRenderingSupported { get { MediaContext mediaContext = MediaContext.CurrentMediaContext; return mediaContext.HasSSE2Support; } } /// <summary> /// Returns the maximum number of instruction slots supported. /// The number of instruction slots supported by PS 3.0 varies, but will be at least 512. /// </summary> public static int MaxPixelShaderInstructionSlots(short majorVersionRequested, short minorVersionRequested) { if (majorVersionRequested == 2 && minorVersionRequested == 0) { // ps_2_0 supports 32 texture + 64 arithmetic = 96 instruction slots. return 96; } else if (majorVersionRequested == 3 && minorVersionRequested == 0) { MediaContext mediaContext = MediaContext.CurrentMediaContext; return (int)mediaContext.MaxPixelShader30InstructionSlots; } else { // anything other than ps_2_0 and ps_3_0 are not supported. return 0; } } /// <summary> /// Returns the maximum width and height for texture creation of the underlying /// hardware device. If there are multiple devices, this returns the minumum size /// among them. /// </summary> public static Size MaxHardwareTextureSize { get { MediaContext mediaContext = MediaContext.CurrentMediaContext; return mediaContext.MaxTextureSize; } } /// <summary> /// TierChanged event - /// This event is raised when the Tier for a given Dispatcher changes. /// </summary> public static event EventHandler TierChanged { add { MediaContext mediaContext = MediaContext.CurrentMediaContext; // The Dispatcher auto-creates if there is no Dispatcher associated with this // thread, and the MediaContext does the same. Thus, mediaContext should never // be null. Debug.Assert(mediaContext != null); mediaContext.TierChanged += value; } remove { MediaContext mediaContext = MediaContext.CurrentMediaContext; // The Dispatcher auto-creates if there is no Dispatcher associated with this // thread, and the MediaContext does the same. Thus, mediaContext should never // be null. Debug.Assert(mediaContext != null); mediaContext.TierChanged -= value; } } private const string IsShaderEffectSoftwareRenderingSupported_Deprecated = "IsShaderEffectSoftwareRenderingSupported property is deprecated. Use IsPixelShaderVersionSupportedInSoftware static method instead."; } }