Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media / Renderer.cs / 3 / Renderer.cs
//------------------------------------------------------------------------------ // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // Description: // Though called "Renderer", this is used only for the 'rendering // to a BitmapImage' case, and not when rendering to an HwndTarget. // //----------------------------------------------------------------------------- using System; using System.Windows; using System.Collections.Generic; using System.Windows.Threading; using System.Diagnostics; using MS.Internal; using System.Windows.Media; using System.Windows.Media.Composition; using MS.Win32; using System.Security; using System.Security.Permissions; namespace System.Windows.Media { static internal class Renderer { ////// Critical - unmanaged pointer arguments, access critical resources, calls unmanaged code /// [SecurityCritical] static public void Render( IntPtr pRenderTarget, DUCE.Channel channel, Visual visual, int width, int height, double dpiX, double dpiY) { Render(pRenderTarget, channel, visual, width, height, dpiX, dpiY, Matrix.Identity, Rect.Empty, false); } ////// If fRenderForBitmapEffect is true, the method calls special methods on visual /// to render it specifically for an effect to be applied to it. It excludes /// properties such as transform, clip, offset and guidelines. /// ////// Critical - unmanaged pointer arguments, access critical resources, calls unmanaged code /// [SecurityCritical] static internal void Render( IntPtr pRenderTarget, DUCE.Channel channel, Visual visual, int width, int height, double dpiX, double dpiY, Matrix worldTransform, Rect windowClip, bool fRenderForBitmapEffect ) { DUCE.Resource target = new DUCE.Resource(); DUCE.Resource root = new DUCE.Resource(); DUCE.ResourceHandle targetHandle = DUCE.ResourceHandle.Null; DUCE.ResourceHandle rootHandle = DUCE.ResourceHandle.Null; Matrix deviceTransform = new Matrix( dpiX * (1.0 / 96.0), 0, 0, dpiY * (1.0 / 96.0), 0, 0); deviceTransform = worldTransform * deviceTransform; MatrixTransform mtDeviceTransform = new MatrixTransform(deviceTransform); DUCE.ResourceHandle deviceTransformHandle = ((DUCE.IResource)mtDeviceTransform).AddRefOnChannel(channel); try { // ----------------------------------------------------------- // Create the composition target and root visual resources. target.CreateOrAddRefOnChannel(channel, DUCE.ResourceType.TYPE_GENERICRENDERTARGET); targetHandle = target.Handle; DUCE.CompositionTarget.PrintInitialize( targetHandle, pRenderTarget, width, height, channel); root.CreateOrAddRefOnChannel(channel, DUCE.ResourceType.TYPE_VISUAL); rootHandle = root.Handle; DUCE.CompositionNode.SetTransform( rootHandle, deviceTransformHandle, channel); DUCE.CompositionTarget.SetRoot( targetHandle, rootHandle, channel); channel.Commit(); // ----------------------------------------------------------- // Render the freshly created target. RenderContext renderContext = new RenderContext(); renderContext.Initialize(channel, rootHandle); visual.Precompute(); if (fRenderForBitmapEffect) { visual.RenderForBitmapEffect(renderContext, 0); } else { visual.Render(renderContext, 0); } // Mark the visible realizations. RealizationContext realizationContext = new RealizationContext(); realizationContext.WindowClip = (windowClip.IsEmpty) ? new Rect(0, 0, width, height) : windowClip; DUCE.ChannelSet channelSet = new DUCE.ChannelSet(); channelSet.Channel = channel; realizationContext.BeginFrame(false /* full walk */, true /* walk for BitmapRenderTarget */); realizationContext.ChannelSet = channelSet; realizationContext.TransformStack.Push(ref deviceTransform, /* combine */ false); if (fRenderForBitmapEffect) { visual.MarkVisibleRealizationsForBitmapEffect(realizationContext); } else { visual.MarkVisibleRealizations(realizationContext); } realizationContext.TransformStack.Pop(); // Execute the realization updates. realizationContext.ExecuteRealizationsUpdateSchedule(); // ------------------------------------------------------------ // Flush the channel and present the composition target. channel.Commit(); channel.Present(); MediaContext mediaContext = MediaContext.CurrentMediaContext; mediaContext.NotifySyncChannelMessage(channel); // // Note: RealizationContext.EndFrame does not need to be called // here because we don't cache the realization context. // } finally { // ----------------------------------------------------------- // Clean up and release the root visual. if (!rootHandle.IsNull) { DUCE.CompositionNode.RemoveAllChildren( rootHandle, channel); if (fRenderForBitmapEffect) { visual.ReleaseOnChannelForBitmapEffect(channel); } else { ((DUCE.IResource)visual).ReleaseOnChannel(channel); } root.ReleaseOnChannel(channel); } // ------------------------------------------------------------ // Release the world transform. if (!deviceTransformHandle.IsNull) { ((DUCE.IResource)mtDeviceTransform).ReleaseOnChannel(channel); } // ------------------------------------------------------------ // Clean up and release the composition target. if (!targetHandle.IsNull) { DUCE.CompositionTarget.SetRoot( targetHandle, DUCE.ResourceHandle.Null, channel); target.ReleaseOnChannel(channel); // // The release queue might have entries even though ReleaseOnChannel is // initiated on the root, because Visual.ReleaseOnChannelForVisualBrush // uses the queue (change made for Dev10 453126). // channel.ProcessRemoveCommand(); channel.ProcessReleaseCommand(); channel.ClearRemoveAndReleaseQueue(); } // // Since we initiate ReleaseOnChannel from the root, that // should not enqueue any delayed release. // Debug.Assert(channel.IsRemoveAndReleaseQueueEmpty()); // ----------------------------------------------------------- // Flush the channel and present the composition target. channel.Commit(); channel.Present(); MediaContext mediaContext = MediaContext.CurrentMediaContext; mediaContext.NotifySyncChannelMessage(channel); } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //------------------------------------------------------------------------------ // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // Description: // Though called "Renderer", this is used only for the 'rendering // to a BitmapImage' case, and not when rendering to an HwndTarget. // //----------------------------------------------------------------------------- using System; using System.Windows; using System.Collections.Generic; using System.Windows.Threading; using System.Diagnostics; using MS.Internal; using System.Windows.Media; using System.Windows.Media.Composition; using MS.Win32; using System.Security; using System.Security.Permissions; namespace System.Windows.Media { static internal class Renderer { ////// Critical - unmanaged pointer arguments, access critical resources, calls unmanaged code /// [SecurityCritical] static public void Render( IntPtr pRenderTarget, DUCE.Channel channel, Visual visual, int width, int height, double dpiX, double dpiY) { Render(pRenderTarget, channel, visual, width, height, dpiX, dpiY, Matrix.Identity, Rect.Empty, false); } ////// If fRenderForBitmapEffect is true, the method calls special methods on visual /// to render it specifically for an effect to be applied to it. It excludes /// properties such as transform, clip, offset and guidelines. /// ////// Critical - unmanaged pointer arguments, access critical resources, calls unmanaged code /// [SecurityCritical] static internal void Render( IntPtr pRenderTarget, DUCE.Channel channel, Visual visual, int width, int height, double dpiX, double dpiY, Matrix worldTransform, Rect windowClip, bool fRenderForBitmapEffect ) { DUCE.Resource target = new DUCE.Resource(); DUCE.Resource root = new DUCE.Resource(); DUCE.ResourceHandle targetHandle = DUCE.ResourceHandle.Null; DUCE.ResourceHandle rootHandle = DUCE.ResourceHandle.Null; Matrix deviceTransform = new Matrix( dpiX * (1.0 / 96.0), 0, 0, dpiY * (1.0 / 96.0), 0, 0); deviceTransform = worldTransform * deviceTransform; MatrixTransform mtDeviceTransform = new MatrixTransform(deviceTransform); DUCE.ResourceHandle deviceTransformHandle = ((DUCE.IResource)mtDeviceTransform).AddRefOnChannel(channel); try { // ----------------------------------------------------------- // Create the composition target and root visual resources. target.CreateOrAddRefOnChannel(channel, DUCE.ResourceType.TYPE_GENERICRENDERTARGET); targetHandle = target.Handle; DUCE.CompositionTarget.PrintInitialize( targetHandle, pRenderTarget, width, height, channel); root.CreateOrAddRefOnChannel(channel, DUCE.ResourceType.TYPE_VISUAL); rootHandle = root.Handle; DUCE.CompositionNode.SetTransform( rootHandle, deviceTransformHandle, channel); DUCE.CompositionTarget.SetRoot( targetHandle, rootHandle, channel); channel.Commit(); // ----------------------------------------------------------- // Render the freshly created target. RenderContext renderContext = new RenderContext(); renderContext.Initialize(channel, rootHandle); visual.Precompute(); if (fRenderForBitmapEffect) { visual.RenderForBitmapEffect(renderContext, 0); } else { visual.Render(renderContext, 0); } // Mark the visible realizations. RealizationContext realizationContext = new RealizationContext(); realizationContext.WindowClip = (windowClip.IsEmpty) ? new Rect(0, 0, width, height) : windowClip; DUCE.ChannelSet channelSet = new DUCE.ChannelSet(); channelSet.Channel = channel; realizationContext.BeginFrame(false /* full walk */, true /* walk for BitmapRenderTarget */); realizationContext.ChannelSet = channelSet; realizationContext.TransformStack.Push(ref deviceTransform, /* combine */ false); if (fRenderForBitmapEffect) { visual.MarkVisibleRealizationsForBitmapEffect(realizationContext); } else { visual.MarkVisibleRealizations(realizationContext); } realizationContext.TransformStack.Pop(); // Execute the realization updates. realizationContext.ExecuteRealizationsUpdateSchedule(); // ------------------------------------------------------------ // Flush the channel and present the composition target. channel.Commit(); channel.Present(); MediaContext mediaContext = MediaContext.CurrentMediaContext; mediaContext.NotifySyncChannelMessage(channel); // // Note: RealizationContext.EndFrame does not need to be called // here because we don't cache the realization context. // } finally { // ----------------------------------------------------------- // Clean up and release the root visual. if (!rootHandle.IsNull) { DUCE.CompositionNode.RemoveAllChildren( rootHandle, channel); if (fRenderForBitmapEffect) { visual.ReleaseOnChannelForBitmapEffect(channel); } else { ((DUCE.IResource)visual).ReleaseOnChannel(channel); } root.ReleaseOnChannel(channel); } // ------------------------------------------------------------ // Release the world transform. if (!deviceTransformHandle.IsNull) { ((DUCE.IResource)mtDeviceTransform).ReleaseOnChannel(channel); } // ------------------------------------------------------------ // Clean up and release the composition target. if (!targetHandle.IsNull) { DUCE.CompositionTarget.SetRoot( targetHandle, DUCE.ResourceHandle.Null, channel); target.ReleaseOnChannel(channel); // // The release queue might have entries even though ReleaseOnChannel is // initiated on the root, because Visual.ReleaseOnChannelForVisualBrush // uses the queue (change made for Dev10 453126). // channel.ProcessRemoveCommand(); channel.ProcessReleaseCommand(); channel.ClearRemoveAndReleaseQueue(); } // // Since we initiate ReleaseOnChannel from the root, that // should not enqueue any delayed release. // Debug.Assert(channel.IsRemoveAndReleaseQueueEmpty()); // ----------------------------------------------------------- // Flush the channel and present the composition target. channel.Commit(); channel.Present(); MediaContext mediaContext = MediaContext.CurrentMediaContext; mediaContext.NotifySyncChannelMessage(channel); } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
Link Menu
This book is available now!
Buy at Amazon US or
Buy at Amazon UK
- ControlCollection.cs
- KnownBoxes.cs
- AmbientLight.cs
- MethodCallConverter.cs
- ProcessModule.cs
- FormClosingEvent.cs
- CommandConverter.cs
- SubMenuStyleCollection.cs
- ThreadAttributes.cs
- SrgsText.cs
- ComponentEditorPage.cs
- ComEventsHelper.cs
- FlatButtonAppearance.cs
- GeneratedContractType.cs
- SlipBehavior.cs
- OptimalBreakSession.cs
- hwndwrapper.cs
- ContentElementAutomationPeer.cs
- SessionPageStateSection.cs
- PreloadedPackages.cs
- InheritablePropertyChangeInfo.cs
- HttpStaticObjectsCollectionWrapper.cs
- TextTreeInsertElementUndoUnit.cs
- SimpleWorkerRequest.cs
- MetadataArtifactLoaderComposite.cs
- HttpModuleActionCollection.cs
- ValueHandle.cs
- FacetChecker.cs
- FocusTracker.cs
- OracleEncoding.cs
- DataBindingHandlerAttribute.cs
- Unit.cs
- MultipartIdentifier.cs
- SvcMapFileSerializer.cs
- RangeValidator.cs
- ProxyGenerator.cs
- CustomSignedXml.cs
- InvalidProgramException.cs
- FlowPosition.cs
- Input.cs
- OrthographicCamera.cs
- DataSvcMapFile.cs
- HtmlTableCell.cs
- HScrollProperties.cs
- SystemException.cs
- TextBox.cs
- HttpProfileGroupBase.cs
- BamlLocalizer.cs
- X509InitiatorCertificateClientElement.cs
- CapabilitiesUse.cs
- SafeNativeMethods.cs
- SiteMapNode.cs
- CalendarAutoFormatDialog.cs
- FlowDocumentReaderAutomationPeer.cs
- ErrorWebPart.cs
- OperatingSystem.cs
- FontSourceCollection.cs
- RowCache.cs
- EventItfInfo.cs
- DocumentsTrace.cs
- IndexerReference.cs
- dataSvcMapFileLoader.cs
- PermissionSetTriple.cs
- BitmapEffectInputData.cs
- BaseResourcesBuildProvider.cs
- SafeArrayRankMismatchException.cs
- DrawingContextDrawingContextWalker.cs
- AuthenticationModuleElement.cs
- HandleRef.cs
- StylusPointProperty.cs
- GorillaCodec.cs
- SponsorHelper.cs
- _HeaderInfoTable.cs
- DesignerHelpers.cs
- DataControlLinkButton.cs
- DtdParser.cs
- MasterPageBuildProvider.cs
- RegexGroup.cs
- SmtpNtlmAuthenticationModule.cs
- ResourceSet.cs
- XmlDataSource.cs
- SoapHeaders.cs
- ForeignKeyConstraint.cs
- DialogResultConverter.cs
- ZipIOBlockManager.cs
- ObjectFactoryCodeDomTreeGenerator.cs
- SimpleHandlerFactory.cs
- WorkflowDesigner.cs
- XPathScanner.cs
- SafeBuffer.cs
- ClockGroup.cs
- ExecutedRoutedEventArgs.cs
- MessageDecoder.cs
- ValidationErrorEventArgs.cs
- ScaleTransform.cs
- NetworkInterface.cs
- CompilerInfo.cs
- EntityDataSourceStatementEditorForm.cs
- SchemaImporterExtension.cs
- InfoCardSymmetricAlgorithm.cs