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733 lines
25 KiB
733 lines
25 KiB
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using Avalonia.Logging;
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using Avalonia.Media;
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using Avalonia.Media.Immutable;
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using Avalonia.Platform;
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using Avalonia.Rendering.SceneGraph;
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using Avalonia.Threading;
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using Avalonia.Utilities;
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using Avalonia.VisualTree;
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namespace Avalonia.Rendering
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{
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/// <summary>
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/// A renderer which renders the state of the visual tree to an intermediate scene graph
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/// representation which is then rendered on a rendering thread.
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/// </summary>
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public class DeferredRenderer : RendererBase, IRenderer, IRenderLoopTask, IVisualBrushRenderer
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{
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private readonly IDispatcher? _dispatcher;
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private readonly IRenderLoop? _renderLoop;
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private readonly Visual _root;
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private readonly ISceneBuilder _sceneBuilder;
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private bool _running;
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private bool _disposed;
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private volatile IRef<Scene>? _scene;
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private DirtyVisuals? _dirty;
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private HashSet<Visual>? _recalculateChildren;
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private IRef<IRenderTargetBitmapImpl>? _overlay;
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private int _lastSceneId = -1;
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private DisplayDirtyRects _dirtyRectsDisplay = new DisplayDirtyRects();
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private IRef<IDrawOperation>? _currentDraw;
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private readonly IDeferredRendererLock _lock;
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private readonly object _sceneLock = new object();
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private readonly object _startStopLock = new object();
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private readonly object _renderLoopIsRenderingLock = new object();
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private readonly Action _updateSceneIfNeededDelegate;
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/// <summary>
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/// Initializes a new instance of the <see cref="DeferredRenderer"/> class.
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/// </summary>
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/// <param name="root">The control to render.</param>
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/// <param name="renderLoop">The render loop.</param>
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/// <param name="sceneBuilder">The scene builder to use. Optional.</param>
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/// <param name="dispatcher">The dispatcher to use. Optional.</param>
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/// <param name="rendererLock">Lock object used before trying to access render target</param>
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public DeferredRenderer(
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IRenderRoot root,
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IRenderLoop renderLoop,
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ISceneBuilder? sceneBuilder = null,
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IDispatcher? dispatcher = null,
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IDeferredRendererLock? rendererLock = null) : base(true)
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{
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_dispatcher = dispatcher ?? Dispatcher.UIThread;
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_root = root as Visual ?? throw new ArgumentNullException(nameof(root));
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_sceneBuilder = sceneBuilder ?? new SceneBuilder();
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Layers = new RenderLayers();
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_renderLoop = renderLoop;
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_lock = rendererLock ?? new ManagedDeferredRendererLock();
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_updateSceneIfNeededDelegate = UpdateSceneIfNeeded;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="DeferredRenderer"/> class.
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/// </summary>
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/// <param name="root">The control to render.</param>
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/// <param name="renderTarget">The render target.</param>
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/// <param name="sceneBuilder">The scene builder to use. Optional.</param>
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/// <remarks>
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/// This constructor is intended to be used for unit testing.
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/// </remarks>
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public DeferredRenderer(
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Visual root,
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IRenderTarget renderTarget,
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ISceneBuilder? sceneBuilder = null) : base(true)
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{
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_root = root ?? throw new ArgumentNullException(nameof(root));
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RenderTarget = renderTarget ?? throw new ArgumentNullException(nameof(renderTarget));
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_sceneBuilder = sceneBuilder ?? new SceneBuilder();
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Layers = new RenderLayers();
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_lock = new ManagedDeferredRendererLock();
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_updateSceneIfNeededDelegate = UpdateSceneIfNeeded;
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}
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/// <inheritdoc/>
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public bool DrawFps { get; set; }
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/// <inheritdoc/>
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public bool DrawDirtyRects { get; set; }
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/// <summary>
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/// Gets or sets a path to which rendered frame should be rendered for debugging.
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/// </summary>
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public string? DebugFramesPath { get; set; }
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/// <summary>
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/// Forces the renderer to only draw frames on the render thread. Makes Paint to wait until frame is rendered
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/// </summary>
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public bool RenderOnlyOnRenderThread { get; set; }
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/// <inheritdoc/>
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public event EventHandler<SceneInvalidatedEventArgs>? SceneInvalidated;
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/// <summary>
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/// Gets the render layers.
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/// </summary>
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internal RenderLayers Layers { get; }
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/// <summary>
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/// Gets the current render target.
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/// </summary>
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internal IRenderTarget? RenderTarget { get; private set; }
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/// <inheritdoc/>
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public void AddDirty(Visual visual)
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{
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_dirty?.Add(visual);
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}
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/// <summary>
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/// Disposes of the renderer and detaches from the render loop.
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/// </summary>
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public void Dispose()
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{
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lock (_sceneLock)
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{
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if (_disposed)
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return;
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_disposed = true;
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var scene = _scene;
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_scene = null;
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scene?.Dispose();
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}
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Stop();
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// Wait for any in-progress rendering to complete
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lock(_renderLoopIsRenderingLock){}
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DisposeRenderTarget();
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}
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public void RecalculateChildren(Visual visual) => _recalculateChildren?.Add(visual);
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void DisposeRenderTarget()
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{
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using (var l = _lock.TryLock())
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{
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if(l == null)
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{
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// We are still trying to render on the render thread, try again a bit later
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DispatcherTimer.RunOnce(DisposeRenderTarget, TimeSpan.FromMilliseconds(50),
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DispatcherPriority.Background);
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return;
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}
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Layers.Clear();
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RenderTarget?.Dispose();
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RenderTarget = null;
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}
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}
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/// <inheritdoc/>
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public IEnumerable<Visual> HitTest(Point p, Visual root, Func<Visual, bool>? filter)
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{
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EnsureCanHitTest();
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//It's safe to access _scene here without a lock since
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//it's only changed from UI thread which we are currently on
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return _scene?.Item.HitTest(p, root, filter) ?? Enumerable.Empty<Visual>();
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}
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/// <inheritdoc/>
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public Visual? HitTestFirst(Point p, Visual root, Func<Visual, bool>? filter)
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{
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EnsureCanHitTest();
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//It's safe to access _scene here without a lock since
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//it's only changed from UI thread which we are currently on
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return _scene?.Item.HitTestFirst(p, root, filter);
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}
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/// <inheritdoc/>
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public void Paint(Rect rect)
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{
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if (RenderOnlyOnRenderThread)
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{
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// Renderer is stopped and doesn't tick on the render thread
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// This indicates a bug somewhere in our code
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// (currently happens when a window gets minimized with Show desktop on Windows 10)
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if(!_running)
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return;
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while (true)
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{
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Scene? scene;
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bool? updated;
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lock (_sceneLock)
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{
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updated = UpdateScene();
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scene = _scene?.Item;
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}
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// Renderer is in invalid state, skip drawing
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if(updated == null)
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return;
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// Wait for the scene to be rendered or disposed
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scene?.Rendered.Wait();
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// That was an up-to-date scene, we can return immediately
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if (updated == true)
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return;
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}
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}
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else
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{
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var t = (IRenderLoopTask)this;
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if (t.NeedsUpdate)
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UpdateScene();
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if (_scene?.Item != null)
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Render(true);
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}
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}
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/// <inheritdoc/>
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public void Resized(Size size)
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{
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}
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/// <inheritdoc/>
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public void Start()
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{
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lock (_startStopLock)
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{
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if (!_running && _renderLoop != null)
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{
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_renderLoop.Add(this);
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_running = true;
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}
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}
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}
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/// <inheritdoc/>
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public void Stop()
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{
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lock (_startStopLock)
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{
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if (_running && _renderLoop != null)
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{
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_renderLoop.Remove(this);
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_running = false;
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}
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}
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}
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bool NeedsUpdate => _dirty == null || _dirty.Count > 0;
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bool IRenderLoopTask.NeedsUpdate => NeedsUpdate;
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void IRenderLoopTask.Update(TimeSpan time) => UpdateScene();
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void IRenderLoopTask.Render()
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{
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lock (_renderLoopIsRenderingLock)
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{
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lock(_startStopLock)
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if(!_running)
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return;
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Render(false);
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}
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}
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Scene? TryGetChildScene(IRef<IDrawOperation>? op) => (op?.Item as BrushDrawOperation)?.Aux as Scene;
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/// <inheritdoc/>
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Size IVisualBrushRenderer.GetRenderTargetSize(IVisualBrush brush)
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{
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return TryGetChildScene(_currentDraw)?.Size ?? Size.Empty;
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}
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/// <inheritdoc/>
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void IVisualBrushRenderer.RenderVisualBrush(IDrawingContextImpl context, IVisualBrush brush)
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{
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var childScene = TryGetChildScene(_currentDraw);
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if (childScene != null)
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{
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Render(context, (VisualNode)childScene.Root, null, new Rect(childScene.Size));
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}
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}
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internal void UnitTestUpdateScene() => UpdateScene();
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internal void UnitTestRender() => Render(false);
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internal Scene? UnitTestScene() => _scene?.Item;
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private void EnsureCanHitTest()
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{
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if (_renderLoop == null && (_dirty == null || _dirty.Count > 0))
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{
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// When unit testing the renderLoop may be null, so update the scene manually.
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UpdateScene();
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}
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}
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internal void Render(bool forceComposite)
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{
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using (var l = _lock.TryLock())
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{
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if (l == null)
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return;
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IDrawingContextImpl? context = null;
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try
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{
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try
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{
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var (scene, updated) = UpdateRenderLayersAndConsumeSceneIfNeeded(ref context);
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if (updated)
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FpsTick();
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using (scene)
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{
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if (scene?.Item != null)
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{
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try
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{
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var overlay = DrawDirtyRects || DrawFps;
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if (DrawDirtyRects)
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_dirtyRectsDisplay.Tick();
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if (overlay)
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RenderOverlay(scene.Item, ref context);
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if (updated || forceComposite || overlay)
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RenderComposite(scene.Item, ref context);
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}
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finally
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{
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scene.Item.MarkAsRendered();
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}
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}
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}
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}
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finally
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{
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context?.Dispose();
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}
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}
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catch (RenderTargetCorruptedException ex)
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{
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Logger.TryGet(LogEventLevel.Information, LogArea.Animations)?.Log(this, "Render target was corrupted. Exception: {0}", ex);
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RenderTarget?.Dispose();
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RenderTarget = null;
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}
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}
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}
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private (IRef<Scene>? scene, bool updated) UpdateRenderLayersAndConsumeSceneIfNeeded(ref IDrawingContextImpl? context,
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bool recursiveCall = false)
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{
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IRef<Scene>? sceneRef;
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lock (_sceneLock)
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sceneRef = _scene?.Clone();
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if (sceneRef == null)
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return (null, false);
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using (sceneRef)
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{
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var scene = sceneRef.Item;
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if (scene.Generation != _lastSceneId)
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{
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EnsureDrawingContext(ref context);
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Layers.Update(scene, context);
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RenderToLayers(scene);
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if (DebugFramesPath != null)
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{
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SaveDebugFrames(scene.Generation);
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}
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lock (_sceneLock)
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_lastSceneId = scene.Generation;
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var isUiThread = Dispatcher.UIThread.CheckAccess();
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// We have consumed the previously available scene, but there might be some dirty
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// rects since the last update. *If* we are on UI thread, we can force immediate scene
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// rebuild before rendering anything on-screen
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// We are calling the same method recursively here
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if (!recursiveCall && isUiThread && NeedsUpdate)
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{
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UpdateScene();
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var (rs, _) = UpdateRenderLayersAndConsumeSceneIfNeeded(ref context, true);
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return (rs, true);
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}
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// We are rendering a new scene version, so it's highly likely
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// that there is already a pending update for animations
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// So we are scheduling an update call so UI thread could prepare a scene before
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// the next render timer tick
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if (!recursiveCall && !isUiThread)
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Dispatcher.UIThread.Post(_updateSceneIfNeededDelegate, DispatcherPriority.Render);
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// Indicate that we have updated the layers
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return (sceneRef.Clone(), true);
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}
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// Just return scene, layers weren't updated
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return (sceneRef.Clone(), false);
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}
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}
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private void Render(IDrawingContextImpl context, VisualNode node, Visual? layer, Rect clipBounds)
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{
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if (layer == null || node.LayerRoot == layer)
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{
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clipBounds = node.ClipBounds.Intersect(clipBounds);
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if (!clipBounds.IsEmpty && node.Opacity > 0)
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{
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var isLayerRoot = node.Visual == layer;
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node.BeginRender(context, isLayerRoot);
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var drawOperations = node.DrawOperations;
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var drawOperationsCount = drawOperations.Count;
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for (int i = 0; i < drawOperationsCount; i++)
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{
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var operation = drawOperations[i];
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_currentDraw = operation;
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operation.Item.Render(context);
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_currentDraw = null;
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}
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var children = node.Children;
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var childrenCount = children.Count;
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for (int i = 0; i < childrenCount; i++)
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{
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var child = children[i];
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Render(context, (VisualNode)child, layer, clipBounds);
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}
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node.EndRender(context, isLayerRoot);
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}
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}
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}
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private void RenderToLayers(Scene scene)
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{
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foreach (var layer in scene.Layers)
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{
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var renderLayer = Layers[layer.LayerRoot];
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if (layer.Dirty.IsEmpty && !renderLayer.IsEmpty)
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continue;
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var renderTarget = renderLayer.Bitmap;
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var node = (VisualNode?)scene.FindNode(layer.LayerRoot);
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if (node != null)
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{
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using (var context = renderTarget.Item.CreateDrawingContext(this))
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{
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if (renderLayer.IsEmpty)
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{
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// Render entire layer root node
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context.Clear(Colors.Transparent);
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context.Transform = Matrix.Identity;
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context.PushClip(node.ClipBounds);
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Render(context, node, layer.LayerRoot, node.ClipBounds);
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context.PopClip();
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if (DrawDirtyRects)
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{
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_dirtyRectsDisplay.Add(node.ClipBounds);
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}
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renderLayer.IsEmpty = false;
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}
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else
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{
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var scale = scene.Scaling;
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foreach (var rect in layer.Dirty)
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{
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var snappedRect = SnapToDevicePixels(rect, scale);
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context.Transform = Matrix.Identity;
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context.PushClip(snappedRect);
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context.Clear(Colors.Transparent);
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Render(context, node, layer.LayerRoot, snappedRect);
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context.PopClip();
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if (DrawDirtyRects)
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{
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_dirtyRectsDisplay.Add(snappedRect);
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}
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}
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}
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}
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}
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}
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}
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private static Rect SnapToDevicePixels(Rect rect, double scale)
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{
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return new Rect(
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new Point(
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Math.Floor(rect.X * scale) / scale,
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Math.Floor(rect.Y * scale) / scale),
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new Point(
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Math.Ceiling(rect.Right * scale) / scale,
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Math.Ceiling(rect.Bottom * scale) / scale));
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}
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private void RenderOverlay(Scene scene, ref IDrawingContextImpl? parentContent)
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{
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EnsureDrawingContext(ref parentContent);
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if (DrawDirtyRects)
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{
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var overlay = GetOverlay(parentContent, scene.Size, scene.Scaling);
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using (var context = overlay.Item.CreateDrawingContext(this))
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{
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context.Clear(Colors.Transparent);
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RenderDirtyRects(context);
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}
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}
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else
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{
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_overlay?.Dispose();
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_overlay = null;
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}
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}
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private void RenderDirtyRects(IDrawingContextImpl context)
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{
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foreach (var r in _dirtyRectsDisplay)
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{
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var brush = new ImmutableSolidColorBrush(Colors.Magenta, r.Opacity);
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context.DrawRectangle(brush,null, r.Rect);
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}
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}
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private void RenderComposite(Scene scene, ref IDrawingContextImpl? context)
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{
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EnsureDrawingContext(ref context);
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context.Clear(Colors.Transparent);
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var clientRect = new Rect(scene.Size);
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var firstLayer = true;
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foreach (var layer in scene.Layers)
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{
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var bitmap = Layers[layer.LayerRoot].Bitmap;
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var sourceRect = new Rect(0, 0, bitmap.Item.PixelSize.Width, bitmap.Item.PixelSize.Height);
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if (layer.GeometryClip != null)
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{
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context.PushGeometryClip(layer.GeometryClip);
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}
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if (layer.OpacityMask == null)
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{
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if (firstLayer && bitmap.Item.CanBlit)
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bitmap.Item.Blit(context);
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else
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context.DrawBitmap(bitmap, layer.Opacity, sourceRect, clientRect);
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}
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else
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{
|
|
context.DrawBitmap(bitmap, layer.OpacityMask, layer.OpacityMaskRect, sourceRect);
|
|
}
|
|
|
|
if (layer.GeometryClip != null)
|
|
{
|
|
context.PopGeometryClip();
|
|
}
|
|
|
|
firstLayer = false;
|
|
}
|
|
|
|
if (_overlay != null)
|
|
{
|
|
var sourceRect = new Rect(0, 0, _overlay.Item.PixelSize.Width, _overlay.Item.PixelSize.Height);
|
|
context.DrawBitmap(_overlay, 0.5, sourceRect, clientRect);
|
|
}
|
|
|
|
if (DrawFps)
|
|
{
|
|
using (var c = new DrawingContext(context, false))
|
|
{
|
|
RenderFps(c, clientRect, scene.Layers.Count);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void EnsureDrawingContext([NotNull] ref IDrawingContextImpl? context)
|
|
{
|
|
if (context != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((RenderTarget as IRenderTargetWithCorruptionInfo)?.IsCorrupted == true)
|
|
{
|
|
RenderTarget!.Dispose();
|
|
RenderTarget = null;
|
|
}
|
|
|
|
if (RenderTarget == null)
|
|
{
|
|
RenderTarget = ((IRenderRoot)_root).CreateRenderTarget();
|
|
}
|
|
|
|
context = RenderTarget.CreateDrawingContext(this);
|
|
}
|
|
|
|
private void UpdateSceneIfNeeded()
|
|
{
|
|
if(NeedsUpdate)
|
|
UpdateScene();
|
|
}
|
|
|
|
private bool? UpdateScene()
|
|
{
|
|
Dispatcher.UIThread.VerifyAccess();
|
|
using var noPump = NonPumpingLockHelper.Use();
|
|
lock (_sceneLock)
|
|
{
|
|
if (_disposed)
|
|
return null;
|
|
if (_scene?.Item.Generation > _lastSceneId)
|
|
return false;
|
|
}
|
|
if (_root.IsVisible)
|
|
{
|
|
var sceneRef = RefCountable.Create(_scene?.Item.CloneScene() ?? new Scene(_root));
|
|
var scene = sceneRef.Item;
|
|
|
|
if (_dirty == null)
|
|
{
|
|
_dirty = new DirtyVisuals();
|
|
_recalculateChildren = new HashSet<Visual>();
|
|
_sceneBuilder.UpdateAll(scene);
|
|
}
|
|
else
|
|
{
|
|
foreach (var visual in _recalculateChildren!)
|
|
{
|
|
var node = scene.FindNode(visual);
|
|
((VisualNode?)node)?.SortChildren(scene);
|
|
}
|
|
|
|
_recalculateChildren.Clear();
|
|
|
|
foreach (var visual in _dirty)
|
|
{
|
|
_sceneBuilder.Update(scene, visual);
|
|
}
|
|
}
|
|
|
|
lock (_sceneLock)
|
|
{
|
|
var oldScene = _scene;
|
|
_scene = sceneRef;
|
|
oldScene?.Dispose();
|
|
}
|
|
|
|
_dirty.Clear();
|
|
|
|
if (SceneInvalidated != null)
|
|
{
|
|
var rect = new Rect();
|
|
|
|
foreach (var layer in scene.Layers)
|
|
{
|
|
foreach (var dirty in layer.Dirty)
|
|
{
|
|
rect = rect.Union(dirty);
|
|
}
|
|
}
|
|
|
|
SceneInvalidated(this, new SceneInvalidatedEventArgs((IRenderRoot)_root, rect));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
lock (_sceneLock)
|
|
{
|
|
var oldScene = _scene;
|
|
_scene = null;
|
|
oldScene?.Dispose();
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
private IRef<IRenderTargetBitmapImpl> GetOverlay(
|
|
IDrawingContextImpl parentContext,
|
|
Size size,
|
|
double scaling)
|
|
{
|
|
var pixelSize = size * scaling;
|
|
|
|
if (_overlay == null ||
|
|
_overlay.Item.PixelSize.Width != pixelSize.Width ||
|
|
_overlay.Item.PixelSize.Height != pixelSize.Height)
|
|
{
|
|
_overlay?.Dispose();
|
|
_overlay = RefCountable.Create(parentContext.CreateLayer(size));
|
|
}
|
|
|
|
return _overlay;
|
|
}
|
|
|
|
private void SaveDebugFrames(int id)
|
|
{
|
|
var index = 0;
|
|
|
|
foreach (var layer in Layers)
|
|
{
|
|
var fileName = Path.Combine(DebugFramesPath ?? string.Empty, $"frame-{id}-layer-{index++}.png");
|
|
layer.Bitmap.Item.Save(fileName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|