Does Direct2D use back-buffer? - direct2d

Reading https://learn.microsoft.com/en-us/windows/win32/direct2d/comparing-direct2d-and-gdi :
Presentation Model
When Windows was
first designed, there was insufficient
memory to allow every window to be
stored in its own bitmap. As a result,
GDI always rendered logically directly
to the screen, with various clipping
regions applied to ensure that it did
not render outside of its window. In
contract, Direct2D follows a model
where the application renders to a
back-buffer and the result is
atomically “flipped” when the
application is done drawing. This
allows Direct2D to handle animation
scenarios much more fluidly that GDI
can.
The author says Direct2D uses back-buffer and by 'flipped' he meant swap-chain I guess. I created a simple demo that draw a rectangle at random location on mouse click. But previous rectangles are not cleared so it seems that it is drawn directly to the screen and does not use any back-buffer.

When you initialize the RenderTarget for your Direct2D operations you can specify in the second parameter the D2D1_PRESENT_OPTIONS option.
I think what confuses you is the D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS and the fact that the buffer isn't swapped but copied.

That doesn't disprove the existence of back-buffers, it only means the back-buffer isn't cleared between redraws. Right observation, wrong conclusion!
If you increase the number of back-buffers in the chain, you'll start noticing flickering rectangles as you keep clicking, so you should always clear your back-buffer between redraws.

Direct2D indeed uses back-buffer.
Perhaps you forgot to clear your render target, which is the back-buffer, right after calling begindraw and so previous draws stayed there?

Related

CChildView::OnPaint() Refresh Slowing When Painting Many Data Points

I am writing an MFC Windows App to plot the motion of a wheeled robot.
In CChildView::OnPaint() I do a pdc->FillRect(ViewRect, &CBrush( RGB(128,128,128) ) );
Then I use pdc->MoveTo and pdc->LineTo to draw all the data points etc. refreshed every 250ms.
Problem is as the robot progresses on its travels the number of data points increases to a level where the OnPaint() function refresh time becomes noticeable.
In a previous DOS app I did years ago I got around this sluggish refresh rate by removing the fill background paint and replaced it with a plot all the data points in the background colour, then painting them all again in there foreground item colour. Thus reducing the number of changed pixels.
Would this method be valid for what I am doing in MFC OnPaint() or is there a better solution please?
Painting in a DOS applications is simple, because you have full control of the process and you don't get paint requests from the system - normally you have to introduce delays if you want to achieve a "motion" effect. In Windows though painting is very different, because you may (or may not) receive paint requests from the system, if the user minimizes/maximizes/restores, moves, unhides etc or programmatically invalidates a window. This causes an "invalid" area on the window surface. If the window contains an invalid area it will receive a WM_PAINT message. It is a low-priority message, posted just before the application is about to enter the idle state, also it is in some way "asynchronous", posted when the system decides so.
First you need to fully understand the invalidating/painting mechanism in Windows. The documentation you must read is: Painting and Drawing. I have posted quite a bit about this, please check my answer here (and the links in the post).
As for your question, I would suggest using a combination of painting and drawing. Many suggest not painting outside the WM_PAINT message (OnPaint()/OnDraw() in MFC), but this is not suitable for all cases, as the message is sent asynchronously, and it's also very hard to implement a really optimized operation, painting only the affected area; you would actually have to paint the invalidated area as well. It is best used to paint the whole client area of the window. You could definitely use it in your app (and it's logically "correct"), but as you have found it's really "wasteful", and has a sluggish and choppy feel. So my proposal is:
Use Painting to paint the entire client area, in response to WM_PAINT messages. Better use OnDraw(), rather than OnPaint() for a CView/CScrollView-derived class. It should paint the background, if any, all additoinal objects (labels, axes etc) and finally all data points.
Use Drawing (GetDC()/ReleaseDC()) to paint only the section that changes, ie a single data point at a time. You will have to create a new worker thread (so as to not block the main/UI thread). It must do the calculations, add the new data point to some list-of-data-points (also used by the UI thread in OnDraw() to paint the whole window) and draw the new data point only. You should use some sort of synchronization (eg Critical Section) to access the data points list, because it is used and modified by more than one threads. As all paint operations should best be performed in the context of the UI thread, you can define a custom message and have the worker thread sending this message (SendMessage()) to the window. The routine handling the message should do the actual drawing, ie paint the new data point.
If implemented correctly this should result in a smooth operation, allowing the window to be moved or resized while the paint operation is in progress, without blocking the window or the application.

EaselJS and multi layered canvas system: performance tuning, game developing, event handling

I'm an engineer and we are currently porting our Red5 + Flash game into a Node.js + Easeljs html5 application.
Basicly: it's a board game, not an rpg. The layer system means we have multiple canvasses, based on functionally. For example there is a static background stage, with images. There is a layer for just the timers.
At default, all canvas size is 1920x1080, if needed we downscale to fit to the resolution.
The first approach used kinetic.js, but the performance fallen when the game got complex. Then we switched to easel, because it's abstraction level is lower, so we can decide how to implement some more function, not just use the provided robust one.
I was optimistic, but now it's starting to show slowness again, that's why I want to look deeper inside and do fine performance tuning. (Of course everything is fine in Chrome, Firefox is the problem, but the game must run smoothly on all modern browser).
The main layer (stage) is the map, contains ~30 containers, in each there is a complex custom shape, ~10 images. The containers are listening to mouse events, like mouseover, out, click. Currently, for example on mouseover I refill the shape with gradient.
Somehow, when I use cache, like the way in the tuts the performance get even worse, so I assume I'm messing up something.
I collected some advanced questions:
In the described situation when can I use cache and how? I've already tried cache on init, cacheUpdate after fill with other color or gradient, then stage.update(). No impact.
If I have a static, never changing stage cache doesn't make sense on that layer, right?
What stage.update() exactly do? Triggering the full layer redraw? The doc mentions some kind of intelligent if changed then redraw effect.
If I want to refill a custom shape with new color or gradient I have to completely redraw its graphics, not just use a setFill method, right?
In easel there is no possibility to redraw just a container for example, so how can I manage to not update the whole stage, but just the one container that changed? I thought I can achieve this with caching, cache all containers the just update the one that changed, but this way didn't work at all for me.
Does it make sense to cache bitmap images? If there are custom shapes and images in a container what is better? Cache the container or just the shape in container.
I found a strange bug, or at least an interesting clue. My canvas layers totally overlapping. On the inferior layers the mouseover listening is working well, but the click isn't on the very same container/object.
How can I produce a click event propagation to overlapped layers those have click listeners? I've tried it with simple DOM, jquery, but the event objects were far away from what canvas listeners wanted to get.
In brief, methods and props I've already played with bare success when tried tuning: cache(), updateCache(), update(), mouseEnabled, snapToPixel, clear(), autoClear, enableMouseOver, useRAF, setFPS().
Any answer, suggestion, starting point appreciated.
UPDATE:
This free board game is a strategy game, so you are facing a world map, with ~30 territories. The custom shapes are the territories and a container holds a territory shape and the icons that should be over the territory. This container overlapping is minimal.
An example mouse event is a hover effect. The player navigate over the territory shape then the shape is getting recolored, resized, etc and a bubble showing up with details about the place.
Basically, maximum amount of 1-3 container could change at once (except the init phase -> all at this time). Not just the animations and recoloring slow in FF, but the listener delay is high too.
I wrote a change handler, so I only stage.update() up on tick the modified stages and the stages where an animation is running (tweenjs).
In my first approach I put every image to the container that could be needed at least once during the game, so I only set visible flags on images (not vectors).
Regarding caching:
There are some strange caching-issues, somehow the performance can drop with certain sizes of the caching rectangle: CreateJS / EaselJS Strange Performance with certain size shapes
(2) Depending on how often you call stage.update();
(3)
Each time the update method is called, the stage will tick any
descendants exposing a tick method (ex. BitmapAnimation) and render
its entire display list to the canvas. Any parameters passed to update
will be passed on to any onTick handlers.
=> Afaik it rerenders everything if not cached
(4) Yes.
(5) No. (I don't know of any)
(6) If the content's of the container don't change often, I'd cache the whole container, otherwise the container will be reconstructed every frame.
I have a question though: Why do you use multiple canvases? How many do you use? I could imagine that using multiple canvases might slow down the game.
How many sprites do you use in total?
2: if your layer or stage doesn't change, don't call stage.update() for that layer (so it doesn't gets rerendered, gives me a much lower cpu!)
For example, keep a global "stagechanged" variable and set this to true when something has changed:
createjs.Ticker.addEventListener("tick",
function() {
if (stagechanged)
{
stagechanged = false;
stage.update();
}
});
(or do you already use this, as stated in your "update"?)
4: I found a way to update for example the fill color :)
contaier1.shape1.graphics._fillInstructions[0].params[1] = '#FFFFFF';
(use chrome debugger to look at the _fillInstructions array to see which array position contains your color)
5: I found a way to just paint one container :)
//manual draw 1 component (!)
var a = stage.canvas.getContext("2d");
a.save();
container1.updateContext(a); //set position(x,y) on context
container1.draw(a);
a.restore();

hiding movieclip, rendering performance

I'm developing a rendering engine for a game i am currently building..
I have a main camera (rectangle) that determines what needs to be rendered (thing within it's boundaires)
I am using a bitmap rendering method for the background and that all works fine.
but for the character i am using a movieclip over the top.
when the character goes out of the camera's view is it 100% neccesary to set visible=false?
atm the game is running at 30 FPS (as intended) and everything is sweet, i just wanted to ask out of curiosity.
Is flash clever enough to not bother with movieclip outside of the scene boundaires?
Thanks in advance,
Rory
According to http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7e3e.html Flash won't render if an object is outside of Stage boundaries:
Display list
The hierarchy of display objects that will be rendered as visible
screen content by Flash Player and AIR. The Stage is the root of the
display list, and all the display objects that are attached to the
Stage or one of its children form the display list (even if the object
isn’t actually rendered, for example if it’s outside the boundaries of
the Stage).
In my experience display objects added to the stage cause a performance hit even if they are not rendered.
Setting visible to false causes a much lower performance hit, but still a small hit.
Removing unnecessary display objects from the display list is a documented performance tip from adobe as well.
Of course, if you only have a few dislay objects it might not be worth the effort, but if we talk about large amounts of display objects I strongly recommend removing them from the display list.

Direct2D: leave a region of a window render target untouched

I am drawing to a regular HwndRengerTarget but other windows, which have nothing to do with Direct2D, overlap it.
The problem is that these windows get painted over when I draw to the HwndRengerTarget.
I would like to tell Direct2D not to touch a specific region of the HwndRengerTarget (i.e. don't touch the pixels that are already on the screen), so that these windows remain correctly visible.
Is that possible?
If I draw normally then call RedrawWindow on the windows, it flickers a lot.
Thanks.
If you want to manually restrict your rendering to a certain region you can use layers (ID2D1Layer objects).
More info here Layers Overview
If the visible region is rectangular it may be simpler to use axis aligned clips via methods PushAxisAlignedClip and PopAxisAlignedClip.
ID2D1RenderTarget::PushAxisAlignedClip
Another method of restricting drawing to a certain shape is to render it to a bitmap and then use this bitmap via a bitmap brush in the FillGeomtry method.
ID2D1RenderTarget::FillGeometry
Why not arrange the windows (HWNDs) so that the Direct2D one is at the bottom of the z-index? It should be the first child of its parent. Then clipping will be automatic. You may need the WS_CLIPSIBLINGS window style.
I had the same problem.
Fixed by calling CreateWindowEx LAST for the D2D child HWND.
So AFTER all the other child windows are created.

How do I perform my own redraw in the Paint event of a VB6 PictureBox?

A coworker is encountering an error when he tries to run a VB6 app we're working on. The error is, "480: Can't create AutoRedraw image". Microsoft's documentation says this is because "There isn't enough available memory for the AutoRedraw property to be set to True. Set the AutoRedraw property to False and perform your own redraw in the Paint event procedure or make the PictureBox control or Form object smaller..."
Making the PictureBox smaller isn't an option. I'd be glad to "...perform my own redraw in the Paint event procedure...", but I'm not sure how to go about it. Can someone show me the way?
Without details this will be a simplistic answer. In general most beginning VB6 programmers use AutoRedraw=True draw in responds to some input. Fill out some data, click draw, and it appears in the picture box.
The click event in the Draw Button is linked do your drawing code. The first step is move the call to the drawing code to the paint event of the picture. The second step is to replace all calls to the drawing code with MyPictureBox.Refresh. Refresh forces the paint event of that picture box to fire.
The main problem you will have to be concerned with is that the paint event is going to be fired everytime the form needs refreshed. Like if a window covering it is moved. This means that any speed issue in your drawing code will be exposed. AutoRedraw=True takes what you drew and puts in a hidden bitmap that the PictureBox uses to display what you drew.
The Paint event will execute each step of your drawing process so you have to make sure you are as fast as possible. Depending on how dynamic your application is the worse slowdown issues will become. If you are displaying a static image then the problem isn't as bad.
Making the PictureBox smaller isn't an option. I'd be glad to "...perform my own redraw in the Paint event procedure...", but I'm not sure how to go about it. Can someone show me the way?
That is easy. You just implement the _Paint()-Event of your Form or PictureBox and draw.
Because you are asking, i think i should clarify what the AutoRedraw-Propeprty does. If it is set to true, you can "just draw your image" any way you want. In multiple steps. Whatever. If it needs to be redrawn, for example, because another windows was on top it, it will be magically done. The down site is, that is slow, for the drawing part.
If AutoRedraw is false, no magic will happen. The Paint()-Event will be fired and you are responsible to draw your image again. This will be much faster, if your window is not "invalidated" (e.g. "covered") often. Or you are doing a lot of drawing.
Or you are running out of memory for the "magic space" ;-)
If you don't mind rewriting your graphics code to use the GDI API - this could be a fairly big task - I found this thread from 2006 in the VB6 discussion group, where Mike Sutton said in answer to a similar problem:
VB's back-buffer implementation uses a
Device Dependant Bitmap (DDB) to store
the image data, which is quite limited
in how large it can be made. On older
OS' this used to be ~16mb uncompressed
data size, on later OS this has been
expanded but is still quite
restrictive.
A workaround for this is to use a
Device Independent Bitmap (DIB) and
manage the GDI resources yourself,
have a look at the DIB article on my
site for an example of how to work
with them.
I haven't tried it myself.
There's usually a drop-down box of events for your control in the forms code window. You need to pick the paint event:
Private Sub object_Paint()
and fill in your your code for drawing on the PictureBox.

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