如何解决C#SkiaSharp OpenTK Winform-如何从后台线程绘制? [解决了]
我正在尝试使用SkiaSharp替换GDI +,以提供一个数据可视化框架,该框架可使用实时不断变化的工程数据来呈现多层可缩放的可缩放图形。
在GDI +中,应用程序执行了以下操作:
- 创建了具有透明背景的图形图层的集合,这些图层通常是网格图层,一个或多个数据图层以及用于光标信息和突出显示的覆盖图层,每个图层都由单独的位图支持。
- 在渲染循环后台线程中,仅使用GDI +重绘了每个渲染周期需要更新的图层(位图)。这可能需要成千上万条经过计算和转换的线,矩形和文本来创建热图,波形,直方图,数据标签等。
- 然后,堆栈中的每个绘图层都将被后台线程BitBlt合成复合位图
- 然后将最终合成位图以高达30fps的速度绘制到GUI线程中的WinForm PictureBox中。
完成最终图像演示的所有工作都在一个或多个背景线程中完成。 GUI线程仅涉及将完成的图像绘制到PictureBox。这很重要,因为还有许多其他GUI控件需要保持响应。这非常有效,除了它全部基于cpu。小窗口没问题,但是最大化4K屏幕会减慢渲染速度,使程序几乎无法使用。
我想用GPU加速的SkiaSharp重新创建这个概念。
我尝试创建数十种不同的测试程序,但不断出现跨线程访问冲突,或者屏幕上没有任何显示,或者发生了严重崩溃。让我问一些基本问题,而不是发布代码:
问题:
- 您将如何创建此框架? SkiaSharp还能做到吗?
- 我的每个图层类都应维护SKSurface,SKCanvas,SKImage或SKBitmap吗? -同样,如果在当前循环中不需要重新绘制图层,则该图层需要保留先前绘制的内容以用于下一个合成图像。
- GUI线程上需要GLControl和GRContext来显示最终的合成图像,但是背景渲染线程要使用另一个单独的GRContext吗? -如何使用GPU加速进行创建?
- 有人可以指出类似概念的可行示例吗? (GPU加速了从后台线程到GLControl的渲染)
- 是否应该仅使用隐藏在背景中的SkiaSharp,以及将GDI + BitBlt与PictureBox一起显示在屏幕上? -这样可以解决一些线程问题吗?
任何帮助定义方法以及应该做和不应该做的事情都将不胜感激!
解决方法
我想出了如何使用SKPicture对象来执行此操作,以使用后台渲染线程记录来自每个图层的绘制命令,然后使用GUI线程将它们绘制回SKGLControl的方法。这满足了我的所有要求:它允许多个绘图层,使用背景线程进行渲染,仅渲染需要更新的层,使用GPU加速进行绘制,并且对于最大化4K窗口而言非常快。
经验教训
在此过程中,我吸取了一些教训,这些教训给我造成了很多困惑...
-
在线上有一些示例使用带有GPU加速功能的OpenTK.GLControl,还有一些使用内置GPU加速功能的SkiaSharp.Views.Desktop.SKGLControl的示例。 SKGLControl绝对是此任务的正确控件。 GLControl正在为DrawCircle创建正方形,并由于FramebufferBinding和StencilBits?!?问题而拒绝渲染任何曲线。 -我放弃了。它也比用于SKPicture对象的SKGLControl慢。
-
SKGLControl不需要,也不喜欢使用GLControl所需的SwapBuffers或Canvas.Flush。这导致了SKGLControl的图纸出现混乱和故障,这就是为什么我在与GLControl对抗的过程中表现出色。当我使用SKGLControl重建项目并摆脱SwapBuffers和Canvas.Flush时,一切都开始了。
-
对表面和画布的引用不应超过一个PaintSurface循环。 SKPicture是一个神奇的对象,它使您可以存储每个图层的绘制命令并一次又一次地播放它们。这与生成像素栅格的SKBitmap或SKImage不同,而不仅仅是记录Draw命令。我无法让SKBitmap或SKImage在多线程环境中运行,并且仍受GPU加速。 SKPicture为此非常有用。
-
对于SKGLControl,Paint事件和PaintSurface事件之间存在差异。应该使用PaintSurface事件,并且默认情况下会加速GPU。
工作示例代码
下面是多层,多线程,GPU加速的SkiaSharp绘图的全功能演示
此示例创建4个绘图层:
- 背景层
- 网格层
- 数据层
- 覆盖层
使用背景线程绘制(渲染)图层,然后使用GUI线程将其绘制到SKGLControl。每个图层仅在需要时渲染,但是所有图层都使用每个PaintSurface事件绘制。
尝试代码:
- 在Visual Studio中创建一个新的C#WinForms项目。
- 添加NuGet包:“ SkiaSharp.Views.WindowsForms”。这将自动添加“ SkiaSharp”和“ SkiaSharp.Views.Desktop.Common”。
- 将SkiaSharp.Views.Desktop.SKGLControl添加到Form1。将其命名为“ skglControl1”
- 将skglControl1的Dock设置为“填充”,以使其填充Form1。
- 将下面的代码复制到Form1:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Threading;
using System.Windows.Forms;
using SkiaSharp;
using SkiaSharp.Views.Desktop;
namespace SkiaSharp_Multi_Layer_GPU
{
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
// ------- -------
// ------- WinForm - Form 1 -------
// ------- -------
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
public partial class Form1 : Form
{
private Thread m_RenderThread = null;
private AutoResetEvent m_ThreadGate = null;
private List<Layer> m_Layers = null;
private Layer m_Layer_Background = null;
private Layer m_Layer_Grid = null;
private Layer m_Layer_Data = null;
private Layer m_Layer_Overlay = null;
private bool m_KeepSwimming = true;
private SKPoint m_MousePos = new SKPoint();
private bool m_ShowGrid = true;
private Point m_PrevMouseLoc = new Point();
// ---------------------------
// --- Form1 - Constructor ---
// ---------------------------
public Form1()
{
InitializeComponent();
}
// ------------------------------
// --- Event - Form1 - OnLoad ---
// ------------------------------
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
// Set the title of the Form
this.Text = "SkiaSharp Demo - Multi-Layer,Multi-Threaded,GPU Accelerated";
// Create layers to draw on,each with a dedicated SKPicture
m_Layer_Background = new Layer("Background Layer");
m_Layer_Grid = new Layer("Grid Layer");
m_Layer_Data = new Layer("Data Layer");
m_Layer_Overlay = new Layer("Overlay Layer");
// Create a collection for the drawing layers
m_Layers = new List<Layer>();
m_Layers.Add(m_Layer_Background);
m_Layers.Add(m_Layer_Grid);
m_Layers.Add(m_Layer_Data);
m_Layers.Add(m_Layer_Overlay);
// Subscribe to the Draw Events for each layer
m_Layer_Background.Draw += Layer_Background_Draw;
m_Layer_Grid.Draw += Layer_Grid_Draw;
m_Layer_Data.Draw += Layer_Data_Draw;
m_Layer_Overlay.Draw += Layer_Overlay_Draw;
// Subscribe to the SKGLControl events
skglControl1.PaintSurface += SkglControl1_PaintSurface;
skglControl1.Resize += SkglControl1_Resize;
skglControl1.MouseMove += SkglControl1_MouseMove;
skglControl1.MouseDoubleClick += SkglControl1_MouseDoubleClick;
// Create a background rendering thread
m_RenderThread = new Thread(RenderLoopMethod);
m_ThreadGate = new AutoResetEvent(false);
// Start the rendering thread
m_RenderThread.Start();
}
// ---------------------------------
// --- Event - Form1 - OnClosing ---
// ---------------------------------
protected override void OnClosing(CancelEventArgs e)
{
// Let the rendering thread terminate
m_KeepSwimming = false;
m_ThreadGate.Set();
base.OnClosing(e);
}
// --------------------------------------------
// --- Event - SkglControl1 - Paint Surface ---
// --------------------------------------------
private void SkglControl1_PaintSurface(object sender,SkiaSharp.Views.Desktop.SKPaintGLSurfaceEventArgs e)
{
// Clear the Canvas
e.Surface.Canvas.Clear(SKColors.Black);
// Paint each pre-rendered layer onto the Canvas using this GUI thread
foreach (var layer in m_Layers)
{
layer.Paint(e.Surface.Canvas);
}
using (var paint = new SKPaint())
{
paint.Color = SKColors.LimeGreen;
for (int i = 0; i < m_Layers.Count; i++)
{
var layer = m_Layers[i];
var text = $"{layer.Title} - Renders = {layer.RenderCount},Paints = {layer.PaintCount}";
var textLoc = new SKPoint(10,10 + (i * 15));
e.Surface.Canvas.DrawText(text,textLoc,paint);
}
paint.Color = SKColors.Cyan;
e.Surface.Canvas.DrawText("Click-Drag to update bars.",new SKPoint(10,80),paint);
e.Surface.Canvas.DrawText("Double-Click to show / hide grid.",95),paint);
e.Surface.Canvas.DrawText("Resize to update all.",110),paint);
}
}
// -------------------------------------
// --- Event - SkglControl1 - Resize ---
// -------------------------------------
private void SkglControl1_Resize(object sender,EventArgs e)
{
// Invalidate all of the Layers
foreach (var layer in m_Layers)
{
layer.Invalidate();
}
// Start a new rendering cycle to redraw all of the layers.
UpdateDrawing();
}
// -----------------------------------------
// --- Event - SkglControl1 - Mouse Move ---
// -----------------------------------------
private void SkglControl1_MouseMove(object sender,MouseEventArgs e)
{
// Save the mouse position
m_MousePos = e.Location.ToSKPoint();
// If Left-Click Drag,draw new bars
if (e.Button == MouseButtons.Left)
{
// Invalidate the Data Layer to draw a new random set of bars
m_Layer_Data.Invalidate();
}
// If Mouse Move,draw new mouse coordinates
if (e.Location != m_PrevMouseLoc)
{
// Remember the previous mouse location
m_PrevMouseLoc = e.Location;
// Invalidate the Overlay Layer to show the new mouse coordinates
m_Layer_Overlay.Invalidate();
}
// Start a new rendering cycle to redraw any invalidated layers.
UpdateDrawing();
}
// -------------------------------------------------
// --- Event - SkglControl1 - Mouse Double Click ---
// -------------------------------------------------
private void SkglControl1_MouseDoubleClick(object sender,MouseEventArgs e)
{
// Toggle the grid visibility
m_ShowGrid = !m_ShowGrid;
// Invalidate only the Grid Layer.
m_Layer_Grid.Invalidate();
// Start a new rendering cycle to redraw any invalidated layers.
UpdateDrawing();
}
// ----------------------
// --- Update Drawing ---
// ----------------------
public void UpdateDrawing()
{
// Unblock the rendering thread to begin a render cycle. Only the invalidated
// Layers will be re-rendered,but all will be repainted onto the SKGLControl.
m_ThreadGate.Set();
}
// --------------------------
// --- Render Loop Method ---
// --------------------------
private void RenderLoopMethod()
{
while (m_KeepSwimming)
{
// Draw any invalidated layers using this Render thread
DrawLayers();
// Invalidate the SKGLControl to run the PaintSurface event on the GUI thread
// The PaintSurface event will Paint the layer stack to the SKGLControl
skglControl1.Invalidate();
// DoEvents to ensure that the GUI has time to process
Application.DoEvents();
// Block and wait for the next rendering cycle
m_ThreadGate.WaitOne();
}
}
// -------------------
// --- Draw Layers ---
// -------------------
private void DrawLayers()
{
// Iterate through the collection of layers and raise the Draw event for each layer that is
// invalidated. Each event handler will receive a Canvas to draw on along with the Bounds for
// the Canvas,and can then draw the contents of that layer. The Draw commands are recorded and
// stored in an SKPicture for later playback to the SKGLControl. This method can be called from
// any thread.
var clippingBounds = skglControl1.ClientRectangle.ToSKRect();
foreach (var layer in m_Layers)
{
layer.Render(clippingBounds);
}
}
// -----------------------------------------
// --- Event - Layer - Background - Draw ---
// -----------------------------------------
private void Layer_Background_Draw(object sender,EventArgs_Draw e)
{
// Create a diagonal gradient fill from Blue to Black to use as the background
var topLeft = new SKPoint(e.Bounds.Left,e.Bounds.Top);
var bottomRight = new SKPoint(e.Bounds.Right,e.Bounds.Bottom);
var gradColors = new SKColor[2] { SKColors.DarkBlue,SKColors.Black };
using (var paint = new SKPaint())
using (var shader = SKShader.CreateLinearGradient(topLeft,bottomRight,gradColors,SKShaderTileMode.Clamp))
{
paint.Shader = shader;
paint.Style = SKPaintStyle.Fill;
e.Canvas.DrawRect(e.Bounds,paint);
}
}
// -----------------------------------
// --- Event - Layer - Grid - Draw ---
// -----------------------------------
private void Layer_Grid_Draw(object sender,EventArgs_Draw e)
{
if (m_ShowGrid)
{
// Draw a 25x25 grid of gray lines
using (var paint = new SKPaint())
{
paint.Color = new SKColor(64,64,64); // Very dark gray
paint.Style = SKPaintStyle.Stroke;
paint.StrokeWidth = 1;
// Draw the Horizontal Grid Lines
for (int i = 0; i < 50; i++)
{
var y = e.Bounds.Height * (i / 25f);
var leftPoint = new SKPoint(e.Bounds.Left,y);
var rightPoint = new SKPoint(e.Bounds.Right,y);
e.Canvas.DrawLine(leftPoint,rightPoint,paint);
}
// Draw the Vertical Grid Lines
for (int i = 0; i < 50; i++)
{
var x = e.Bounds.Width * (i / 25f);
var topPoint = new SKPoint(x,e.Bounds.Top);
var bottomPoint = new SKPoint(x,e.Bounds.Bottom);
e.Canvas.DrawLine(topPoint,bottomPoint,paint);
}
}
}
}
// -----------------------------------
// --- Event - Layer - Date - Draw ---
// -----------------------------------
private void Layer_Data_Draw(object sender,EventArgs_Draw e)
{
// Draw a simple bar graph
// Flip the Y-Axis so that zero is on the bottom
e.Canvas.Scale(1,-1);
e.Canvas.Translate(0,-e.Bounds.Height);
var rand = new Random();
// Create 25 red / yellow gradient bars of random length
for (int i = 0; i < 25; i++)
{
var barWidth = e.Bounds.Width / 25f;
var barHeight = rand.Next((int)(e.Bounds.Height * 0.65d));
var barLeft = (i + 0) * barWidth;
var barRight = (i + 1) * barWidth;
var barTop = barHeight;
var barBottom = 0;
var topLeft = new SKPoint(barLeft,barTop);
var bottomRight = new SKPoint(barRight,barBottom);
var gradColors = new SKColor[2] { SKColors.Yellow,SKColors.Red };
// Draw each bar with a gradient fill
using (var paint = new SKPaint())
using (var shader = SKShader.CreateLinearGradient(topLeft,SKShaderTileMode.Clamp))
{
paint.Style = SKPaintStyle.Fill;
paint.StrokeWidth = 1;
paint.Shader = shader;
e.Canvas.DrawRect(barLeft,barBottom,barWidth,barHeight,paint);
}
// Draw the border of each bar
using (var paint = new SKPaint())
{
paint.Color = SKColors.Blue;
paint.Style = SKPaintStyle.Stroke;
paint.StrokeWidth = 1;
e.Canvas.DrawRect(barLeft,paint);
}
}
}
// --------------------------------------
// --- Event - Layer - Overlay - Draw ---
// --------------------------------------
private void Layer_Overlay_Draw(object sender,EventArgs_Draw e)
{
// Draw the mouse coordinate text next to the cursor
using (var paint = new SKPaint())
{
// Configure the Paint to draw a black rectangle behind the text
paint.Color = SKColors.Black;
paint.Style = SKPaintStyle.Fill;
// Measure the bounds of the text
var text = m_MousePos.ToString();
SKRect textBounds = new SKRect();
paint.MeasureText(text,ref textBounds);
// Fix the inverted height value from the MeaureText
textBounds = textBounds.Standardized;
textBounds.Location = new SKPoint(m_MousePos.X,m_MousePos.Y - textBounds.Height);
// Draw the black filled rectangle where the text will go
e.Canvas.DrawRect(textBounds,paint);
// Change the Paint to yellow
paint.Color = SKColors.Yellow;
// Draw the mouse coordinates text
e.Canvas.DrawText(m_MousePos.ToString(),m_MousePos,paint);
}
}
}
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
// ------- -------
// ------- Class - Layer -------
// ------- -------
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
public class Layer
{
// The Draw event that the background rendering thread will use to draw on the SKPicture Canvas.
public event EventHandler<EventArgs_Draw> Draw;
// The finished recording - Used to play back the Draw commands to the SKGLControl from the GUI thread
private SKPicture m_Picture = null;
// A flag that indicates if the Layer is valid,or needs to be redrawn.
private bool m_IsValid = false;
// ---------------------------
// --- Layer - Constructor ---
// ---------------------------
public Layer(string title)
{
this.Title = title;
}
// -------------
// --- Title ---
// -------------
public string Title { get; set; }
// --------------
// --- Render ---
// --------------
// Raises the Draw event and records any drawing commands to an SKPicture for later playback.
// This can be called from any thread.
public void Render(SKRect clippingBounds)
{
// Only redraw the Layer if it has been invalidated
if (!m_IsValid)
{
// Create an SKPictureRecorder to record the Canvas Draw commands to an SKPicture
using (var recorder = new SKPictureRecorder())
{
// Start recording
recorder.BeginRecording(clippingBounds);
// Raise the Draw event. The subscriber can then draw on the Canvas provided in the event
// and the commands will be recorded for later playback.
Draw?.Invoke(this,new EventArgs_Draw(recorder.RecordingCanvas,clippingBounds));
// Dispose of any previous Pictures
m_Picture?.Dispose();
// Create a new SKPicture with recorded Draw commands
m_Picture = recorder.EndRecording();
this.RenderCount++;
m_IsValid = true;
}
}
}
// --------------------
// --- Render Count ---
// --------------------
// Gets the number of times that this Layer has been rendered
public int RenderCount { get; private set; }
// -------------
// --- Paint ---
// -------------
// Paints the previously recorded SKPicture to the provided skglControlCanvas. This basically plays
// back the draw commands from the last Render. This should be called from the SKGLControl.PaintSurface
// event using the GUI thread.
public void Paint(SKCanvas skglControlCanvas)
{
if (m_Picture != null)
{
// Play back the previously recorded Draw commands to the skglControlCanvas using the GUI thread
skglControlCanvas.DrawPicture(m_Picture);
this.PaintCount++;
}
}
// --------------------
// --- Render Count ---
// --------------------
// Gets the number of times that this Layer has been painted
public int PaintCount { get; private set; }
// ------------------
// --- Invalidate ---
// ------------------
// Forces the Layer to be redrawn with the next rendering cycle
public void Invalidate()
{
m_IsValid = false;
}
}
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
// ------- -------
// ------- EventArgs - Draw -------
// ------- -------
// ---------------------------------------------------------------------
// ---------------------------------------------------------------------
public class EventArgs_Draw : EventArgs
{
public SKRect Bounds { get; set; }
public SKCanvas Canvas { get; set; }
public EventArgs_Draw(SKCanvas canvas,SKRect bounds)
{
this.Canvas = canvas;
this.Bounds = bounds;
}
}
}
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