如何在处理 slimdx 时降低 cpu 影响

how to lower cpu impact when dealing with slimdx

我正在制作一个覆盖其他 d3d 游戏的应用程序,
该应用程序运行良好,但它对 cpu
有巨大的性能影响
仅渲染一行时占用 cpu 的 21.4%! 我在 C# 上使用 slimdx 库,这是我的完整代码

OverLay.cs

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using SlimDX.Direct3D11;
using SlimDX.Windows;
using System.Runtime.InteropServices;
using System.Security;
using SlimDX;
using SlimDX.DXGI;
using Device = SlimDX.Direct3D9.Device;
using Resource = SlimDX.Direct3D9.Resource;
using System.Threading;
using D3D = SlimDX.Direct3D9;

namespace OverlayForm
{
    public partial class OverLay : RenderForm
    {
        RenderForm form;

        Device device;
        // D3D.Sprite sprite;

        public OverLay()
        {
            InitializeComponent();

            Paint += OverLay_Paint;
            FormBorderStyle = FormBorderStyle.None;
            ShowIcon = false;
            ShowInTaskbar = false;
            TopMost = true;
            WindowState = FormWindowState.Maximized;



            //Make the window's border completely transparant
            //SetWindowLong(Handle , GWL_EXSTYLE , (IntPtr)(GetWindowLong(Handle , GWL_EXSTYLE) ^ WS_EX_LAYERED ^ WS_EX_TRANSPARENT));
            SetWindowLong(Handle , GWL_EXSTYLE , (IntPtr)(GetWindowLong(Handle , GWL_EXSTYLE) | WS_EX_LAYERED | WS_EX_TRANSPARENT));

            //Set the Alpha on the Whole Window to 255 (solid)
            SetLayeredWindowAttributes(Handle , 0 , 255 , LWA_ALPHA);



            form = this;
            form.FormClosing += Form_FormClosing;
            //Init DirectX
            //This initializes the DirectX device. It needs to be done once.
            //The alpha channel in the backbuffer is critical.
            D3D.PresentParameters presentParameters = new D3D.PresentParameters();
            presentParameters.Windowed = true;
            presentParameters.SwapEffect = D3D.SwapEffect.Discard;
            presentParameters.BackBufferFormat = D3D.Format.A8R8G8B8;


            device = new Device(new D3D.Direct3D() , 0 , D3D.DeviceType.Hardware , Handle ,
            D3D.CreateFlags.HardwareVertexProcessing , presentParameters);

            //sprite = new D3D.Sprite(device);

            font = new D3D.Font(device , new Font("Arial" , 9 , FontStyle.Regular));
            line = new D3D.Line(this.device);

            MessagePump.Run(form , new MainLoop(dxThread));
        }

        private void Form_FormClosing(object sender , FormClosingEventArgs e)
        {
            device.Dispose();
        }

        int centerx = Screen.PrimaryScreen.WorkingArea.Width / 2;
        int centery = Screen.PrimaryScreen.WorkingArea.Height / 2;
        private void OverLay_Paint(object sender , PaintEventArgs e)
        {
            //Create a margin (the whole form)
            marg.Left = 0;
            marg.Top = 0;
            marg.Right = Width;
            marg.Bottom = Height;

            //Expand the Aero Glass Effect Border to the WHOLE form.
            // since we have already had the border invisible we now
            // have a completely invisible window - apart from the DirectX
            // renders NOT in black.
            DwmExtendFrameIntoClientArea(Handle , ref marg);
        }
        private static D3D.Font font;
        private static D3D.Line line;
        private void dxThread()
        {
            form.TopMost = true;
            device.SetRenderState(D3D.RenderState.ZEnable , false);
            device.SetRenderState(D3D.RenderState.Lighting , false);
            device.SetRenderState(D3D.RenderState.CullMode , D3D.Cull.None);
            device.SetTransform(D3D.TransformState.Projection , Matrix.OrthoOffCenterLH(0 , Width , Height , 0 , 0 , 1));
            device.BeginScene();



            //DrawFilledBox(0 , 0 , 100 , 100 , Color.White);
            //font.DrawString( null, "Swag" , 10, 10 , new Color4(Color.White));            
            //DrawBox(0 , 0 , 10 , 10 , 1 , Color.Green);
            DrawLine(0 , 0 , Screen.PrimaryScreen.Bounds.Width , Screen.PrimaryScreen.Bounds.Height , 2 , Color.Pink);


            device.EndScene();
            device.Present();
        }

        public static void DrawFilledBox(float x , float y , float w , float h , Color Color)
        {
            Vector2[] vLine = new Vector2[2];

            line.GLLines = true;
            line.Antialias = false;
            line.Width = w;

            vLine[0].X = x + w / 2;
            vLine[0].Y = y;
            vLine[1].X = x + w / 2;
            vLine[1].Y = y + h;

            line.Begin();
            line.Draw(vLine , new Color4(Color));
            line.End();
        }
        public static void DrawLine(float x1 , float y1 , float x2 , float y2 , float w , Color Color)
        {
            Vector2[] vLine = new Vector2[2] { new Vector2(x1 , y1) , new Vector2(x2 , y2) };

            line.GLLines = true;
            line.Antialias = false;
            line.Width = w;

            line.Begin();
            line.Draw(vLine , new Color4(Color));
            line.End();

        }
        public static void DrawBox(float x , float y , float w , float h , float px , System.Drawing.Color Color)
        {
            DrawFilledBox(x , y + h , w , px , Color);
            DrawFilledBox(x - px , y , px , h , Color);
            DrawFilledBox(x , y - px , w , px , Color);
            DrawFilledBox(x + w , y , px , h , Color);
        }

        #region Extras
        private Margins marg;
        //this is used to specify the boundaries of the transparent area
        internal struct Margins
        {
            public int Left, Right, Top, Bottom;
        }

        [DllImport("user32.dll" , SetLastError = true)]

        private static extern UInt32 GetWindowLong(IntPtr hWnd , int nIndex);

        [DllImport("user32.dll")]

        static extern int SetWindowLong(IntPtr hWnd , int nIndex , IntPtr dwNewLong);

        [DllImport("user32.dll")]

        static extern bool SetLayeredWindowAttributes(IntPtr hwnd , uint crKey , byte bAlpha , uint dwFlags);

        public const int GWL_EXSTYLE = -20;

        public const int WS_EX_LAYERED = 0x80000;

        public const int WS_EX_TRANSPARENT = 0x20;

        public const int LWA_ALPHA = 0x2;

        public const int LWA_COLORKEY = 0x1;

        [DllImport("dwmapi.dll")]
        static extern void DwmExtendFrameIntoClientArea(IntPtr hWnd , ref Margins pMargins);

        #endregion



    }
}

Program.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace OverlayForm
{
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>        
        static void Main()
        {
            using (OverLay x = new OverLay())
            {

            }
        }
    }
}

请注意:
我已经看到了:Very high CPU usage directx 9

但我正在使用 MessagePump.Run 并且不知道如何应用答案。

问题是即使不渲染我也在使用 cpu 的全部功能,所以添加

Thread.Sleep(50);
在 dxThread 方法的末尾将其降低为仅

高 CPU 的原因是 SlimDX 使用 PeekMessage 而不是更常见的 GetMessage(大多数 Windows 应用程序使用)。与后者不同,前者 不会等待 消息出现在消息泵中。换句话说,GetMessage() 阻塞当前线程 可能会减少 CPU 负载,这正是您希望行为良好的 Windows 桌面应用程序能够做到的做。

MSDN:

Retrieves a message from the calling thread's message queue. The function dispatches incoming sent messages until a posted message is available for retrieval. Unlike GetMessage, the PeekMessage function does not wait for a message to be posted before returning More...

现在一个典型的优雅 Windows 消息泵看起来像这样:

while( (bRet = GetMessage( &msg, NULL, 0, 0 )) != 0)
{ 
    if (bRet == -1)
    {
        // handle the error and possibly exit
    }
    else
    {
        TranslateMessage(&msg); 
        DispatchMessage(&msg); 
    }
} 

...但是 SlimDX 使用某些人所说的 action 游戏循环:

static bool AppStillIdle
{
    get
    {
        Message msg;
        return !PeekMessage(out msg, IntPtr.Zero, 0, 0, 0);
    }
}

public void MainLoop()
{
    // hook the application's idle event
    Application.Idle += new EventHandler(OnApplicationIdle);
    Application.Run(form);
}

void OnApplicationIdle(object sender, EventArgs e)
{
    while (AppStillIdle)
    {
        // Render a frame during idle time (no messages are waiting)
        RenderFrame();
    }
}

没有什么可画的,你会体验到一个非常紧凑的 PeekMessage 循环,中间没有等待!

我的建议是您要么使用 MessagePump.Run 重载之一进行空闲,要么按照以下方式添加睡眠:

改变这个:

void OnApplicationIdle(object sender, EventArgs e)
{
    while (AppStillIdle)
    {
        // Render a frame during idle time (no messages are waiting)
        RenderFrame();
    }
}

...为此:

void OnApplicationIdle(object sender, EventArgs e)
{
    while (AppStillIdle)
    {
        // Render a frame during idle time (no messages are waiting)
        RenderFrame();

        Thread.Sleep(0); // <------------- be graceful
    }
}

注意 Thread.Sleep(0) 的用法。这会暂停最短的时间,同时仍然允许将线程放弃给 OS.

MSDN:

The number of milliseconds for which the thread is suspended. If the value of the millisecondsTimeout argument is zero, the thread relinquishes the remainder of its time slice to any thread of equal priority that is ready to run. If there are no other threads of equal priority that are ready to run, execution of the current thread is not suspended.

我在你的回答中看到你已经有了 Thread.Sleep(50) 但现在很高兴知道为什么 SlimDX 首先需要 Sleep50 可能太高了一个值。

获取消息

OP:

i won't need a very active rendering mechanism, because i will only use this to show overlay from my music player about current song playing , next song , etc

考虑到这种情况,最 CPU 有效的方法是使用 GetMessage() 将动作循环替换为 回合制游戏循环 而不是 PeekMessage()。然后将渲染放入应用程序的 OnIdle() 回调中。

作为Nick Dandoulakis says in Windows Game Loop 50% CPU on Dual Core:

尼克:

That's a standard game loop for action games, where you must update objects positions / game world. If you are making a board game GetMessage would be a better choice. It really depends on what game you are making. More...

不需要 Sleep()