BitmapEffectRenderDataResource.cs source code in C# .NET

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Code:

/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Core / System / Windows / Media / Effects / BitmapEffectRenderDataResource.cs / 1 / BitmapEffectRenderDataResource.cs

                            //---------------------------------------------------------------------------- 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// File: BitmapEffectRenderDataResource.cs 
//
// Description: This file contains the implementation of BitmapEffectRenderDataResource. 
// 
// History:
//  10/28/2005 :[....] - Created it. 
//
//---------------------------------------------------------------------------

using MS.Internal; 
using MS.Utility;
using System; 
using System.ComponentModel; 
using System.Collections;
using System.Collections.Generic; 
using System.ComponentModel.Design.Serialization;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Windows; 
using System.Windows.Media;
using System.Windows.Media.Animation; 
using System.Windows.Media.Composition; 
using System.Windows.Media.Imaging;
using System.Windows.Media.Effects; 
using System.Security;
using System.Security.Permissions;

 
namespace System.Windows.Media.Effects
{ 
 
    /// 
    /// This class is used to realize the content of the 
    /// renderdata if a bitmap effect is applied to it
    /// 
    internal class BitmapEffectRenderDataContent : IRealizationContextClient
    { 
        RenderData _renderData;
 
        List _channels; 

        public BitmapEffectRenderDataContent(RenderData renderData, RealizationContext ctx) 
        {
            _channels = ctx.Channels;
            _renderData = renderData;
        } 

        public void ExecuteRealizationsUpdate() 
        { 
            foreach (DUCE.ChannelSet channelSet in _channels)
            { 
                _renderData.ExecuteBitmapEffectRealizationUpdates(channelSet.Channel);
            }
        }
    } 

    ///  
    /// This class contains information used by RenderData 
    /// when an effect is applied to it
    ///  
    internal class BitmapEffectRenderDataResource
    {
        /// 
        /// Keeps track of the stack depth of the current effect 
        /// 
        public int BitmapEffectStackDepth 
        { 
            get
            { 
                return _effectStackDepth;
            }

            set 
            {
                _effectStackDepth = value; 
            } 
        }
 
        /// 
        /// Keeps track of the number of top level effects
        /// 
        public int TopLevelEffects 
        {
            get 
            { 
                return _topLevelEffects;
            } 
            set
            {
                _topLevelEffects = value;
            } 
        }
 
        ///  
        /// Return the modified renderdata size by the effects
        ///  
        internal int DataSize
        {
            get
            { 
                return _dataSize;
            } 
            set 
            {
                _dataSize = value; 
            }
        }

        internal bool HasAnyEffects 
        {
            get 
            { 
                return _topLevelEffects > 0;
            } 
        }

        internal BitmapEffectDrawing BitmapEffectDrawing
        { 
            get
            { 
                return _bitmapEffectDrawing; 
            }
        } 

        /// 
        /// Update the data size.
        ///     1. If we have an effect on the stack skip the command, otherwise 
        ///     2. If the command is PushEffect, add DrawDrawing command instead
        ///     3. For all other commands, add the totalSize 
        ///  
        /// 
        ///  
        internal unsafe void UpdateDataSize(MILCMD id, int totalSize)
        {
            if (id == MILCMD.MilPushEffect)
            { 
                // for each push effect, we do instead
                // DrawDrawing: RecordHeader + MILCMD_DRAW_DRAWING 
                _dataSize += (sizeof(MILCMD_DRAW_DRAWING) + sizeof(RenderData.RecordHeader)); 
            }
            else 
            {
                _dataSize += totalSize;
            }
        } 

        ///  
        /// Create placeholders for the BitmapEffectDrawing resource for the toplevel bitmap effects 
        /// We need to do this because the resources are marshalled during the render pass
        /// but the bitmap generated for the effect happens during the realization pass 
        /// 
        /// 
        internal void CreateBitmapEffectResources(DUCE.Channel channel)
        { 
            for (int i = 0; i < _topLevelEffects; i++)
            { 
                BitmapEffectDrawing bitmapEffectDrawing = new BitmapEffectDrawing(); 

                // Addref the drawing 
                ((DUCE.IResource)bitmapEffectDrawing).AddRefOnChannel(channel);

                // add the drawing to the list of resources
                _effectRealizations.Add(bitmapEffectDrawing); 
            }
        } 
 

 
        /// 
        /// Update the DrawingGroup resource for each bitmap effect
        /// 
        internal void UpdateBitmapEffectResources(RenderData renderData, DUCE.Channel channel) 
        {
            // if we don't have an effect, there is nothing to do 
            if (_topLevelEffects <= 0) 
            {
                return; 
            }

            // clean up the previous realizations
            for (int i = 0; i < _effectRealizations.Count; i++) 
            {
                BitmapEffectDrawing drawing = ((BitmapEffectDrawing)_effectRealizations[i]); 
                drawing.Clear(channel); 
            }
 
            BitmapEffectDrawing.UpdateTransformAndDrawingLists(false);

            TransformCollection worldTransforms = BitmapEffectDrawing.WorldTransforms;
            // Update the realizations 
            foreach (Transform worldTransform in worldTransforms)
            { 
                // render everything below the top level effects 
                BitmapEffectDrawingContextWalker ctxWalker = new BitmapEffectDrawingContextWalker(worldTransform.Value, BitmapEffectDrawing.WindowClip);
                renderData.DrawingContextWalk(ctxWalker); 

                BitmapEffectDrawing bitmapEffectDrawing = ctxWalker.BitmapEffectDrawing;
                TransformCollection vWorldTransforms = bitmapEffectDrawing.WorldTransforms;
                DrawingCollection vDrawings = bitmapEffectDrawing.Drawings; 

                Debug.Assert(vDrawings.Count == vWorldTransforms.Count, "We should have the same number of images and transforms"); 
                int count = vDrawings.Count; 
                for (int i = 0; i < count; i++)
                { 
                    // if we rendered something update the  resources
                    if (vDrawings.Internal_GetItem(i) != null)
                    {
                        BitmapEffectDrawing drawing = ((BitmapEffectDrawing)_effectRealizations[i]); 

                        // if the drawing is already on channel, it will addref the items 
                        // when they are added to the collections. 
                        // otherwise, we need to addref them
                        if (!drawing.IsOnChannel) 
                        {
                            vWorldTransforms.Internal_GetItem(i).AddRefOnChannelCore(channel);
                            vDrawings.Internal_GetItem(i).AddRefOnChannelCore(channel);
                        } 

                        drawing.WorldTransforms.Add(vWorldTransforms.Internal_GetItem(i)); 
                        drawing.Drawings.Add(vDrawings.Internal_GetItem(i)); 
                    }
                } 
            }

            for (int i = 0; i < _effectRealizations.Count; i++)
            { 
                BitmapEffectDrawing drawing = ((BitmapEffectDrawing)_effectRealizations[i]);
                drawing.UpdateResource(channel, true /* skip "on channel" check - we already know that we're on channel */ ); 
            } 

            BitmapEffectDrawing.ScheduleForUpdates = true; 
        }

        /// 
        /// Marshal the DrawingGroup resource for each bitmap effect 
        /// 
        ///  
        ///  
        /// 
        /// This transparent method has unverifiable code.  Added demand for UnmanagedCode on 64bit to mimic 
        /// Security Transparency behavior on 64 bit.
        /// Workaround: VSWhidbey #577422
        /// The #if WIN64 block below should be removed when the above issue is resolved on downlevel CLR bits.
        ///  
        internal void MarshalBitmapEffectResources(DUCE.Channel channel, int topLevelEffectIndex)
        { 
            Debug.Assert(topLevelEffectIndex >= 0, "We should not have a negative index"); 

            // if we don't have an effect, there is nothing to do 
            if (HasAnyEffects)
            {
                unsafe
                { 
#if WIN64
                    SecurityHelper.DemandUnmanagedCode(); 
#endif //Win64 

                    // append drawing 
                    RenderData.RecordHeader recordImage = new RenderData.RecordHeader();
                    recordImage.Id = MILCMD.MilDrawDrawing;
                    recordImage.Size = sizeof(MILCMD_DRAW_DRAWING) + sizeof(RenderData.RecordHeader);
 
                    channel.AppendCommandData(
                            (byte*)&recordImage, 
                            sizeof(RenderData.RecordHeader) 
                            );
 

                    MILCMD_DRAW_DRAWING dataImage =
                    new MILCMD_DRAW_DRAWING(
                        (uint)(((DUCE.IResource)_effectRealizations[topLevelEffectIndex]).GetHandle(channel))); 

                    channel.AppendCommandData( 
                            (byte*)&dataImage, 
                            sizeof(MILCMD_DRAW_DRAWING)
                        ); 
                }
            }
        }
 
        /// 
        /// Releases all the resources on the given channel 
        ///  
        /// 
        internal void ReleaseBitmapEffectResources(DUCE.Channel channel) 
        {
            for (int i = 0; i < _effectRealizations.Count; i++)
            {
                DUCE.IResource resource = (DUCE.IResource)_effectRealizations[i]; 
                resource.ReleaseOnChannel(channel);
            } 
 
            _effectRealizations.Clear();
            BitmapEffectDrawing.WorldTransforms.Clear(); 
        }

        #region Private Fields
 
        private int _dataSize;
        private int _topLevelEffects; 
 
        /// 
        /// Record the stack depth at which the effect was applied 
        /// This will let us know when it is time to remove the effect during the Pop
        /// instruction
        /// 
        private int _effectStackDepth; 

        private FrugalStructList _effectRealizations = new FrugalStructList(); 
        private BitmapEffectDrawing _bitmapEffectDrawing = new BitmapEffectDrawing(); 
        #endregion
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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