WPF custom drawing and transparency - how to optimize? - wpf

I have a WPF application with a custom windows style (AllowsTransparency="True" WindowStyle="None"). This window has a custom Peak Meter control which uses WriteableBitmap to draw data from DirectSound audio input.
I am using a bitmap with all levels drawn as colored rectangles (red/yellow/green/red) and when the audio arrives I just draw a black rectangle over my level meter form the top. It works fine on my machine (Windows 7, Pentium 4 single core). But it works bad on a laptop with Windows XP SP3 and integrated video.
I know that transparency effects have some issues on DirectX 9, but I have read the problem should be fixed in SP3. Still the call to _writeableBitmap.AddDirtyRect takes 30-40% CPU on XP and sometimes it causes dropouts in audio (if USB audio is used, and those dropouts occur not in my application but somewhere in DirectSound<->drivers subsystem).
On Windows 7 the same app takes no more than 3% CPU and no audio dropouts noticed (but the CPU is actually weaker on the Win7 PC than on the laptop with XP).
I tried not to use AddDirtyRect but just draw a WPF Rectangle element over the Image with leds and set the height of the rectangle when new audio level arrives. What a surprise! Somehow changing the height of a Rectangle element takes noticeably less resources than calling _writeableBitmap.AddDirtyRect for 100x20 pixel rectangle! Now on XP it took just 10-20% instead of 30-40% with AddDirtyRect.
But when I removed transparency effect from the window, finally also XP (and even on VirtualBox) went down to 2-6% CPU. Obviously transparency makes it really hard to redraw 20x100 rectangle 10 times per second.
I could live with no transparency in my application, but the problem is - the design uses rounded corner windows and I need to cutoff the area around them. But as soon as I set AllowsTransparency="False", the window shows the background color behind.
So the main question is - how do I make the contents of the window to clip away the background of the window so the corners stay round without using XP-heavy transparency?
I remember that I could do than even on a C++ Windows application just by setting a custom window region and not using any transparency (that was on a Windows 98 machine). Can the same thing be done on WPF?
Or maybe there is some trick how to make WriteableBitmap to use less resources on XP?

As I did not find anything better, I used the old way: SetWindowRgn API.
It was a bit complicated because my application uses some animated slide-out parts which protrude out of the main window so I had to sync WPF animation with SetWindowRgn calls to make slide-out effect look as clean as possible. The result is not ideal but acceptable. And the main thing - no more high CPU and no audio dropouts.

Related

WS_EX_LAYERED window chroma key (LWA_COLORKEY) doesn't work in Windows 7 with Aero Glass enabled

I'm trying to make a DirectX8 application (Game Maker) chroma keyed using layered windows (WS_EX_LAYERED extended style flags, and LWA_COLORKEY method) for transparency and correct hit testing on a borderless window. However, out of all platforms I've tested it on, Windows 7 fails but specifically only when Aero Glass is turned on. The effect works for apparently one frame, and then stops working - the chroma key then comes out to the screen and the window is a full rectangle, including mouse hit testing. Turning off Aero Glass in advanced appearance, or changing to a Basic or Classic theme fixes the issue, but that's undesirable.
__declspec(dllexport) double __cdecl __gm82core_setchromakey(double enable, double color) {
if (enable>=0.5) {
SetWindowLong(window_handle,GWL_EXSTYLE,GetWindowLong(window_handle,GWL_EXSTYLE) | WS_EX_LAYERED);
SetLayeredWindowAttributes(window_handle,((DWORD)color)&0x00ffffff,0xff,LWA_COLORKEY);
} else {
SetWindowLong(window_handle,GWL_EXSTYLE,GetWindowLong(window_handle,GWL_EXSTYLE) & ~WS_EX_LAYERED);
}
return 0;
}
broken effect in Win7 with Aero Glass enabled
(The variable types are all double because the develoment platform (Game Maker) only allows for doubles to be passed to native code)
I've read that there are issues using colors that have the same value on multiple channels like white or yellow for chroma key, and tried using colors such as rgb (253,254,255) or (201,202,203), to similar results.
I've read that chroma keying apparently broke in Windows 7 RC1, and we can just assume that wasn't fixed for RTM due to the experienced behavior.
I've read that in Win 7 and earlier, child windows cannot be chroma keyed, and I've attempted to remove the window's parent using SetParent(), to similar results (and introducing other issues in the process), despite the window's parent being disabled and invisible when the application is launched in borderless mode.
The effect works fine until the window is updated, and then never again, which is an issue as the program has animated controls.
Was verified to work in various versions of Win 10 dated as far back as 1903:
effect working as intended in Win10
I've used an alternate method using DWM direct compositing using a 32 bit ARGB surface format, which allows per-pixel alpha transparency in all platforms, however does not allow for mouse hit testing, which is undesirable for this application due to its free-form window.
Even though the effect works properly in Win10, I'd like to support Win7 as well since that's a common target for the extension package this code is from.

Rendering video using WriteableBitmap causes choppy animation

So here's my setup:
Camera images coming in at 1920x1080 # 25 FPS
Writing image data to WriteableBitmap on UI thread (simple copy, no processing)
Two Image controls in two different windows on two different monitors has their Source property set to the WriteableBitmap
Some generic UI stuff goes over the camera images
This works great, uses about 4% CPU on an old laptop (8 logical processors). The video is as smooth as can be. However, my UI has some animations (stuff moving around). When the camera display is running, those animations gets choppy.
Right now, the camera image is in Gray8 format, so it will be converted (I guess when calling WritePixels?). I also tried forcing one of the animations to 25 FPS too, no change.
Where should I start to resolve this? Is the issue that I'm locking the bitmap for too long, or is there something else going on? From what I can see locking the bitmap will cause the render thread to block, so moving that to another thread seems pointless. And it does feel like that somewhat defeats the purpose of WriteableBitmap.
This is always going to be tricky because you're capturing at 25FPS whilst WPF tries to update at 60. It's difficult to offer any meaninful advice without seeing a testable project but I'd probably start by doing the updates in a CompositionTarget.Rendering handler.

Why is there a black lag every time a WPF window is resized?

Other questions on SE address how to speed up nested UI control resizing, but- what if there aren't any controls?
As you drag the edge of a WPF window, even a main window with no content, black bars flicker briefly during the drag. This produces a crummy feel- one that I don't want to inflict on customers:
It does get slower and heavier with a full UI on top of it as well. This doesn't even get into how ugly it looks when resizing using the top or left edges. Windows Forms- even with the heaviest UI I've built- never looks this bad right off the bat.
What can be done to make WPF window resizing performance comparable to win forms?
(I have Windows 7 x64 and a triple monitor system on an AT Radeon HD 7470.)
You could update your graphic card and try it out again but that wont change anything. The reason is pretty simple. We all get to see this sometimes based how fast/slow our computer is. Sometimes it runs smooth because we do not have many visuals to draw. The reason is no proper background color is found in graphic card at that moment in redrawing process. Your drivers are fine, and its not just because you use Wpf. Other techniques use the same mechanism behind redrawing.
The first thing WPF will do is clear out the dirty region that is going to redraw. The purpose of dirty regions is to reduce the amount of pixels sent to the output merger stage of the GPU pipeline. Here is where we see the black color. Window itself at that point has no background color or its background color is set to transparent and so to us the GPU draws the black background. Things run async in wpf which is good so.
To fix this you could set a fix color such as "White" to the Window. Then the WPF system will clean out the dirty region but fill it automatically with white color instead of black. This usually helps.
Match the window color or the color of top most layer. Dont let GPU use black and you should do fine. Btw Wpf is faster than WinForm so dont worry.
The look is crummy indeed, especially when using the top or left border.
Which exact problem your screen shot is showing depends on how long your app is taking to render as well as a couple of background related settings that you might be able to tweak to get better resize. Plus part of the ugly resize is specific to Aero.
While I can't address the specific crazy slowness of WPF redraw, I can at least give some insight on why you see black, where that is coming from, and whether you can change to a less annoying fill-in color.
It turns out there are multiple different sources of the black and the bad resize behavior from different Windows versions that combine together. Please see this Q&A which explains what is going on and provides advice for what to do (again, not specific to making WPF faster but just seeing what you can do given the speed you have):
How to smooth ugly jitter/flicker/jumping when resizing windows, especially dragging left/top border (Win 7-10; bg, bitblt and DWM)?

Sudden fps drop during multi-touch

I have a WPF application showing a large image (1024x1024) inside a ZoomableCanvas. On top of the image, I have some 400 ellipses. I'm handling touch events by setting IsManipulationEnabled="True" and handling the ManipulationDelta event. This works perfectly when zooming slowly. But as soon as I start zooming quickly, there is a sudden frame-rate drop resulting in a very jumpy zoom. I can hear the CPU fan speeding up when this occurs. Here are some screenshots from the WPF Performance Suite at the time when the frame-rate drops:
Perforator
Visual Profiler
Software renderer kicks in?
I'm not sure how to interpret these values, but I would guess that the graphics driver is overwhelmed by the amount of graphics to render, causing the CPU to take over some of the job. When zooming using touch, the scale changes by small fractions. Maye this has something to do with it?
So far, I have tried a number of optimization tricks, but none seem to work. The only thing that seems to work is to lower the number of ellipses to around 100. That gives acceptable performance.
Certainly this is a common problem for zoomable applications. What can I do to avoid this sudden frame-rate drop?
UPDATE
I discovered that e.DeltaManipulation.Scale.X is set to 3.0.. in the ManipulationDelta event. Usually, it is around 1.01... Why this sudden jump?
UPDATE 2
This problem is definitely linked to multi-touch. As soon as I use more than one finger, there is a huge performance hit. My guess is that the touch events flood the message queue. See this and this report at Microsoft Connect. It seems the sequence Touch event -> Update bound value -> Render yields this performance problem. Obviously, this is a common problem and a solution is nowhere to be found.
WPF gurus out there, can you please show how to write a high performance multi-touch WPF application!
Well I think you've just reached the limits of WPF. The problem with WPF is that it tesselates (on CPU) vertex grafics each time it is rendered. Probably to reduce video memory usage. So you can imagine what happens when you place 600 ellipses.
If the ellipses are not resized then you could try to use BitmapCache option. In this way ellipses will be randered just once in the begining and then will be stored as textures. This will increase memory usage but should be ok I think.
If your ellipses are resized then previous technic won't work as each ellips will be rerendered when resized and and it will be even slower as this will rewrite textures (HW IRTs in perforator).
Another possibility is to design special control that will use RenderTargetBitmap to render ellipses to bitmaps and then will render it through Image control. In this way you can control when to render ellipses you could even render them in parralel threads (don't forget about STA). For example you can update ellipse bitmaps only when user interaction ends.
You can read this article about WPF rendering. I don't agree with the author who compares WPF with iOS and Android (both use mainly bitmaps compared to WPF). But it gives a good explanation about how WPF performs rendering.

How do I remove the border of a WPF window in the Design view/tab?

I am trying to remove the border of my WPF window in the design view/tab in Visual Studio. Please don't mistake this as a request to create a border less WPF window. I did that and it is working fine. What bothers me is that even if you have set WindowStyle = None, ResizeMode = NoResize, the design view/tab still shows a border around your window in the preview.
Is there a way to remove said border and have a 1:1 preview of the border less window as in Windows Forms?
Every question I have found in regards to this only asks how to remove the border of the actual application. I would like to remove it in the preview.
Any help would be very much appreciated :)
here is a screenshot of my problem:
This cannot be done as this is just how Visual Studio renders a window in design view (I think the frame is probably there so that you can distinguish when you are editing a Window rather than a UserControl).
Rather than try and find a solution to this I would ask myself if this is something I need to be spending time figuring out - after all you say that your program works correctly when being run. I think your time will be better spent writing code for your program rather than trying to play with the design time environment.
Update: In response to you comment, consider that the window frame will be different on every users machine depending on their operating system version (XP vs. Win7) or the theme the user has installed.
My computer has XP installed so the side borders are a lot thinner than those shown in design time so any content will be smaller (but only my a few pixels - 4 in my case; does your user interface design really depend on 4 pixels?).
When using a technology such as WPF you should not be designing your UI to fit to exact pixel sizes; you should be designing with min / max values or using layout containers that adjust to the size of the window as set by the user. Any regions in your UI (E.G. sidebar and main content) should be expressed as a ratio or percentage of one another; instead of saying "The side bar is 150 pixels wide and the main content area is 350 pixels wide" you should be saying "The side bar takes up a third of the window width and the main content takes two thirds".
Although the question is very old and have already been answered (kind of), I just realized: if you set WindowStyle="None", your undesired border is gone.

Resources