I've implemented D2D + WIC routine today. Test results are really good.
With my previous GDI StretchDIBits
version, it took 20 ~ 60ms time for drawing 1280x640 DDB into a 1920x1080 window. After switching to Direct2D + WIC, it usually takes under 5ms, also picture quality looks better.
I used ID2D1HwndRenderTarget with WicBitmapRenderTarget, because I need to read/write raw pixel data.
HWndRenderTarget is only used for screen painting (WM_PAINT).
The main advantage of HWndRenderTarget is that the destination window size doesn't affect drawing performance.
WicBitmapRenderTarget is used as a temporary drawing canvas (as Memory DC in GDI drawing). We can create WicBitmapRenderTarget with a WIC bitmap object (like GDI DIBSection). We can read/write raw pixel data from/to this WIC bitmap at any time. Also it's very fast. For side note, somewhat similar D3D GetFrontBufferData
call is really slow.
Actual pixel I/O is done through IWICBitmap and IWICBitmapLock interface.
Writing:
IWICBitmapPtr m_wicRemote;
...
const uint8* image = ...;
...
WICRect rcLock = { 0, 0, width, height };
IWICBitmapLockPtr wicLock;
hr = m_wicRemote->Lock(&rcLock, WICBitmapLockWrite, &wicLock);
if (SUCCEEDED(hr))
{
UINT cbBufferSize = 0;
BYTE *pv = NULL;
hr = wicLock->GetDataPointer(&cbBufferSize, &pv);
if (SUCCEEDED(hr))
{
memcpy(pv, image, cbBufferSize);
}
}
m_wicRenderTarget->BeginDraw();
m_wicRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
ID2D1BitmapPtr d2dBitmap;
hr = m_wicRenderTarget->CreateBitmapFromWicBitmap(m_wicRemote, &d2dBitmap.GetInterfacePtr());
if (SUCCEEDED(hr))
{
float cw = (renderTargetSize.width / 2);
float ch = renderTargetSize.height;
float x, y, w, h;
FitFrameToCenter(cw, ch, (float)width, (float)height, x, y, w, h);
m_wicRenderTarget->DrawBitmap(d2dBitmap, D2D1::RectF(x, y, x + w, y + h));
}
m_wicRenderTarget->EndDraw();
Reading:
IWICBitmapPtr m_wicCanvas;
IWICBitmapLockPtr m_wicLockedData;
...
UINT width, height;
HRESULT hr = m_wicCanvas->GetSize(&width, &height);
if (SUCCEEDED(hr))
{
WICRect rcLock = { 0, 0, width, height };
hr = m_wicCanvas->Lock(&rcLock, WICBitmapLockRead, &m_wicLockedData);
if (SUCCEEDED(hr))
{
UINT cbBufferSize = 0;
BYTE *pv = NULL;
hr = m_wicLockedData->GetDataPointer(&cbBufferSize, &pv);
if (SUCCEEDED(hr))
{
return pv; // return data pointer
// need to Release m_wicLockedData after reading is done
}
}
}
Drawing:
ID2D1HwndRenderTargetPtr m_renderTarget;
....
D2D1_SIZE_F renderTargetSize = m_renderTarget->GetSize();
m_renderTarget->BeginDraw();
m_renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
m_renderTarget->Clear(D2D1::ColorF(D2D1::ColorF::Black));
ID2D1BitmapPtr d2dBitmap;
hr = m_renderTarget->CreateBitmapFromWicBitmap(m_wicCanvas, &d2dBitmap.GetInterfacePtr());
if (SUCCEEDED(hr))
{
UINT width, height;
hr = m_wicCanvas->GetSize(&width, &height);
if (SUCCEEDED(hr))
{
float x, y, w, h;
FitFrameToCenter(renderTargetSize.width, renderTargetSize.height, (float)width, (float)height, x, y, w, h);
m_renderTarget->DrawBitmap(d2dBitmap, D2D1::RectF(x, y, x + w, y + h));
}
}
m_renderTarget->EndDraw();
In my opinion, GDI Stretch..
APIs are totally useless in Windows 7+ setup (for performance sensitive applications).
Also note that, unlike Direct3D, basic graphics operations such as text drawing, ling drawing are really simple in Direct2D.