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Nvidia saves desktop frame to cache6/23/2023 When a window is resized, some scale-dependent resources such as compatible render targets and possibly some layer resources must be re-created because the window content has to be redrawn. You can't reuse resources for the window resize operation. At the time of actual scene rendering and re-rendering, these bitmaps are reused instead of re-created. Usually, bitmaps that make up a scene in a game are all created at the same time with all the different variations that are required for later frame-to-frame rendering. Take the example of bitmap creation in game development. Reuse resourcesĪs already mentioned, resource creation and deletion is expensive on hardware. Until the primitives are flushed, Direct2D keeps internal references to corresponding resources like bitmaps and brushes. If this buffer becomes full before the previous two conditions are fulfilled, the rendering commands are flushed out. The buffer holding the rendering commands is full.You make an explicit call to Flush: The Flush method causes the batch to be processed and all pending commands to be issued.When EndDraw is called, it causes any batched drawing operations to complete and returns the status of the operation. After you call BeginDraw, a context typically builds up a batch of rendering commands, but delays processing of these commands until one of these statements is true: You must call the BeginDraw method before you call rendering operations. In Direct2D, all the rendering commands are enclosed between a call to BeginDraw and a call to EndDraw. Let's see how Direct2D renders content to a target. Resource creation and deletion on hardware are expensive operations because they require lots of overhead for communicating with the video card. In Direct2D, resources can be created both in software and hardware. Bitmaps and brushes are examples of resources. Draw the original bitmaps when possibleĪ resource is an allocation of some kind, either in video or system memory.Avoid using certain Direct2D drawing patterns.Set the right property values when you create the D2D print control.Improving performance for Direct2D printing apps.DXGI interoperability: avoid frequent switches.Use specific draw primitive over draw geometry.Per-primitive caching using geometry realizations.Per primitive caching using an A8 bitmap and the FillOpacityMask method. ![]()
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